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"zoneRenderer" is null error executing expression imp =
getImpersonated().
Error trace : powerBarEx@lib:BS <<< macroLink
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|
Lilium:
|
Effect:
You ignore difficult terrain if that
terrain is the result of trees, underbrush, plants, or
natural growth.
|
|
|
Lilium:
|
Drawing on fey magic, Lilium calls on her primal beauty
and strength to thwart her foes.
|
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
Lilium:
|
Drawing on fey magic, Lilium calls on her primal beauty
and strength to thwart her foes.
|
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
Lilium:
|
Effect:
Every enemy that can see you grants combat
advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
|
Lilium:
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
Sonliin:
|
Healing
Infusion 1
: Free Action
- Close Burst 15
|
|
Sonliin uses the magic of her infusion to heal the
wounds of her target.
|
|
|
|
(2) Lilium
|
—
|
Effect:
The target regains
18
+
14
hit points.
Mark of Healing:
The ally can also
make a saving throw.
|
|
|
Lilium:
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
Lilium:
|
|
|
(10) Ra'ven
|
—
|
Rolled
16
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
9
|
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
|
(8) Escrish
|
—
|
Effect: Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
|
|
(10) Ra'ven
|
—
|
Rolled
22
|
|
|
|
(12) Eileen
|
—
|
Rolled
16
|
|
|
|
(13) Lucky
|
—
|
Rolled
12
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
17
|
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
|
Effect: Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
|
Effect:
Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
|
|
(10) Ra'ven
|
—
|
Rolled
24
|
|
|
|
(12) Eileen
|
—
|
Rolled
23
|
|
|
|
(13) Lucky
|
—
|
Rolled
12
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
19
|
|
|
Effect:
Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Sonliin:
|
Healing
Infusion 1
: Free
Action - Close Burst 15
|
|
Sonliin uses the magic of her infusion to heal the
wounds of her target.
|
|
|
|
(2) Lilium
|
—
|
Effect:
The target regains
18
+
12
hit points.
Mark of Healing:
The ally can also
make a saving throw.
|
|
|
Lilium:
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
Lilium:
|
|
|
(2) Sonliin
|
—
|
Rolled
13
|
|
Effect:
Choose one of the following aspects each
time you use this power. You gain that aspect's benefits.
|
|
|
|
(2) Sonliin
|
—
|
Rolled
13
|
|
|
|
Effect:
Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
|
Lilium:
|
|
|
Effect:
Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
|
|
(0) Lilium
|
—
|
Effect:
You gain resist 5 to all damage
until the end of your next turn.
|
|
Apply
You
gain resist 5 to all damage until the end of your next turn.
|
|
|
Lilium:
|
|
|
Effect:
You gain resist 5 to all damage
until the end of your next turn.
|
|
Apply
You
gain resist 5 to all damage until the end of your next turn.
|
|
|
Lilium:
Effect:
Your tree heritage grants you a +5 racial
bonus to Endurance checks to resist the effects of
starvation, thirst, or suffocation, and you can survive for
twice the normal time period before you are required to make
such checks.
You do not require sleep, but you must
meditate at least four hours each day to absorb light (even
from as small a source as a candle), soak in water, or
connect with the earth beneath your feet.
This meditation
grants you the benefits that other races receive from an
extended rest.
While meditating, you are fully aware of
your surroundings and notice approaching enemies and other
events as normal.
|
|
|
Lilium:
|
Lilium assume an aspect of the Primal Beast or returns
to her humanoid form.
|
Effect:
You change from your humanoid form to
beast form or vice versa. When you change from beast form
back to your humanoid form, you can shift 1 square.
While
you are in beast form, you can't use weapon or implement
attack powers that lack the beast form keyword, although you
can sustain such powers.
You choose a specific form
whenever you use wild shape to change into beast form. The
beast form is your size, resembles a natural beast or a fey
beast, and normally doesn't change your game statistics.
Your equipment becomes part of your beast form, but you drop
anything you are holding, except implements you can use. You
continue to gain the benefits of the equipment you wear,
except a shield.
You can use the properties and the
powers of implements as well as magic items that you wear,
but not the properties or the powers of weapons or the
powers of wondrous items. While equipment is part of your
beast form, it cannot be removed, and anything in a
container that is part of your beast form is inaccessible.
|
|
Special:
You can use this power once per round.
|
|
|
Lilium:
|
Lilium assume an aspect of the Primal Beast or returns
to her humanoid form.
|
Effect:
You change from your humanoid form to
beast form or vice versa. When you change from beast form
back to your humanoid form, you can shift 1 square. While
you are in beast form, you can't use weapon or implement
attack powers that lack the beast form keyword, although you
can sustain such powers.
You choose a specific form
whenever you use wild shape to change into beast form. The
beast form is your size, resembles a natural beast or a fey
beast, and normally doesn't change your game statistics.
Your equipment becomes part of your beast form, but you drop
anything you are holding, except implements you can use. You
continue to gain the benefits of the equipment you wear,
except a shield.
You can use the properties and the
powers of implements as well as magic items that you wear,
but not the properties or the powers of weapons or the
powers of wondrous items. While equipment is part of your
beast form, it cannot be removed, and anything in a
container that is part of your beast form is inaccessible.
|
|
Special:
You can use this power once per round.
|
|
|
Lilium:
|
Lilium calls for and receive a boon that shields her
from harm and weakens her enemies.
|
|
Effect:
Choose cold, fire, lightning, necrotic, or
thunder. You activate an aura 2 that lasts until the end of
your next turn. While in the aura, you and your allies gain
resist 5 to the chosen damage type. Any enemy in the aura
has vulnerable 5 to your attacks that deal the chosen damage
type.
|
|
|
Lilium:
|
Lilium calls for and receive a boon that shields her
from harm and weakens her enemies.
|
|
Effect:
Choose cold, fire, lightning, necrotic, or
thunder. You activate an aura 2 that lasts until the end of
your next turn. While in the aura, you and your allies gain
resist 5 to the chosen damage type. Any enemy in the aura
has vulnerable 5 to your attacks that deal the chosen damage
type.
|
|
Apply
Allies
have resist 5 cold, enemies have vulnerable 5 cold
|
|
Apply
Allies
have resist 5 fire, enemies have vulnerable 5 fire
|
|
Apply
Allies
have resist 5 lightning, enemies have vulnerable 5 lightning
|
|
Apply
Allies
have resist 5 necrotic, enemies have vulnerable 5 necrotic
|
|
Apply
Allies
have resist 5 thunder, enemies have vulnerable 5 thunder
|
|
|
Lilium:
|
Fire
Wind
: Area burst 1
within 10 squares
|
|
A howling gust of firey wind savages liliums enemies,
scattering them.
|
|
|
|
(2) Eileen
|
—
|
Rolled
25
vs. Fortitude
( Hit )
|
—
|
4
fire damage
.
|
|
Hit:
and you slide the target 1 square.
|
|
|
Lilium:
|
Fire
Wind
: Area burst 1
within 10 squares
|
|
A howling gust of firey wind savages liliums enemies,
scattering them.
|
|
|
|
(2) Eileen
|
—
|
Rolled
16
vs. Fortitude
( Miss )
|
—
|
3
fire damage
.
|
|
Hit:
You slide the target 1 square.
|
|
|
Lilium:
|
Fire
Wind
: Area burst 1
within 10 squares
|
|
A howling gust of firey wind savages liliums enemies,
scattering them.
|
|
|
|
(2) Eileen
|
—
|
Rolled
19
vs. Fortitude
( Miss )
|
—
|
3
fire damage
.
|
|
Hit:
You slide the target 1 square.
|
|
|
Lilium:
|
A hawk of flame swoops on liliums foe, burning it. The
hawk hovers for a moment, ready to swoop in for another
attack should that foe's defenses falter.
|
|
|
|
(2) Eileen
|
—
|
Rolled
19
vs. Reflex
( Miss )
|
—
|
8
fire damage
.
|
|
Hit:
Until the start of your next turn, you can
use the Fire Hawk Attack against the target.
|
|
|
Lilium:
|
Fire
Hawk Attack
: Opportunity
Action
|
|
Trigger:
The target takes any action that can
provoke opportunity attacks
|
|
|
|
(2) Eileen
|
—
|
Rolled
20
vs. Reflex
( Miss )
|
—
|
8
fire damage
.
|
|
|
Lilium:
|
Grasping
Claws
: Beast Form
|
|
Lilium rends and tears her foe with her claws, leaving
it unable to escape her next assault.
|
|
|
|
(2) Eileen
|
—
|
Rolled
21
vs. Reflex
( Miss )
|
—
|
10
fire damage
.
|
|
Hit:
The target is slowed until the end of your
next turn.
|
|
|
Lilium:
|
Grasping
Claws
: Beast Form
|
|
Lilium rends and tears her foe with her claws, leaving
it unable to escape her next assault.
|
|
Hit:
The target is slowed until the end of your
next turn.
|
|
Apply
The
target is slowed until the end of your next turn.
|
|
|
Lilium:
|
Grasping
Claws
: Beast Form
|
|
Lilium rends and tears her foe with her claws, leaving
it unable to escape her next assault.
|
|
|
|
(2) Eileen
|
—
|
Rolled
30
vs. Reflex
( Hit )
|
—
|
11
fire damage
.
|
|
Hit:
The target is slowed until the end of your
next turn.
|
|
Apply
The
target is slowed until the end of your next turn.
|
|
|
Lilium:
|
Lilium calls for and receive a boon that shields her
from harm and weakens her enemies.
|
|
Effect:
Choose cold, fire, lightning, necrotic, or
thunder. You activate an aura 2 that lasts until the end of
your next turn. While in the aura, you and your allies gain
resist 5 to the chosen damage type. Any enemy in the aura
has vulnerable 5 to your attacks that deal the chosen damage
type.
|
|
Apply
Allies
have resist 5 cold, enemies have vulnerable 5 cold
|
|
Apply
Allies
have resist 5 fire, enemies have vulnerable 5 fire
|
|
Apply
Allies
have resist 5 lightning, enemies have vulnerable 5 lightning
|
|
Apply
Allies
have resist 5 necrotic, enemies have vulnerable 5 necrotic
|
|
Apply
Allies
have resist 5 thunder, enemies have vulnerable 5 thunder
|
|
|
Lilium:
|
Lilium glares at her enemy, and her eyes briefly gleam
with brilliant colors. Her foe reels under her mental
assault, and she vanishs from there sight.
|
|
|
|
(2) Eileen
|
—
|
Rolled
32
vs. Will
( Hit )
|
—
|
CRIT:
11
fire damage, plus 6 damage.
|
|
Hit:
You are invisible to the target until the
start of your next turn.
|
|
Apply
Lilium
is invisible to the target until the start of her next turn.
|
|
|
Lilium:
|
|
|
Effect:
Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
vonel is disconnected.
vonel has connected.
|
Lilium:
|
Call
Forth the Spirit Pack
:
Close burst 5
|
|
Flaming spectral wolves leap forth to knock your enemies
down.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
31
vs. Reflex
( Hit )
|
—
|
9
fire damage
.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
23
vs. Reflex
( Miss )
|
—
|
9
fire damage
.
|
|
|
Hit:
The target is knocked prone. If the
target is marked by one of your allies, the target takes
6
extra damage.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Lilium:
|
Call
Forth the Spirit Pack
:
Close burst 5
|
|
Flaming spectral wolves leap forth to knock your enemies
down.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
25
vs. Reflex
( Hit )
|
—
|
8
fire damage
.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
20
vs. Reflex
( Miss )
|
—
|
8
fire damage
.
|
|
|
Hit:
The target is knocked prone. If the
target is marked by one of your allies, the target takes
3
extra damage.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Lilium:
|
A roaring wind batters your foes, scorching them with
fire and knocking them to the ground.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
17
vs. Fortitude
( Miss )
|
—
|
16
fire damage
.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
22
vs. Fortitude
( Miss )
|
—
|
16
fire damage
.
|
|
Hit:
You knock the target prone.
|
|
|
Primal Guardian:
You also push the target
4
squares.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Lilium:
|
Lilium gazes hard at her foe, momentarily bringing that
enemy under her control.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
17
vs. Will
( Miss )
|
|
Hit:
The target is dominated until the end of your
next turn.
|
|
Miss:
The target is dazed until the end of your
next turn.
|
|
Apply
The
target is dominated until the end of your next turn.
|
|
Apply
The
target is dazed until the end of your next turn.
|
|
|
Lilium:
|
Twin bolts of fire strike liliums foes and knock over
creatures near them.
|
|
|
|
(11) Eileen
|
—
|
Rolled
19
vs. Reflex
( Miss )
|
—
|
11
fire damage
.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
26
vs. Reflex
( Hit )
|
—
|
14
fire damage
.
|
|
(Sec.)
|
|
(10) Ra'ven
|
—
|
Rolled
34
vs. Fortitude
( Hit )
|
|
(Sec.)
|
|
(12) Io
|
—
|
Rolled
21
vs. Fortitude
( Miss )
|
|
Hit:
The primary target is dazed until the end of
your next turn.
|
|
Secondary Hit:
The secondary target is knocked
prone.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
Apply
The
primary target is dazed until the end of your next turn.
|
|
|
Lilium:
|
Twin bolts of fire strike liliums foes and knock over
creatures near them.
|
|
|
|
(11) Eileen
|
—
|
Rolled
31
vs. Reflex
( Hit )
|
—
|
9
fire damage
.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
17
vs. Reflex
( Miss )
|
—
|
16
fire damage
.
|
|
(Sec.)
|
|
(10) Ra'ven
|
—
|
Rolled
33
vs. Fortitude
( Hit )
|
|
(Sec.)
|
|
(12) Io
|
—
|
Rolled
28
vs. Fortitude
( Hit )
|
|
Hit:
The primary target is dazed until the end of
your next turn.
|
|
Secondary Hit:
The secondary target is knocked
prone.
|
|
Effect:
Make a secondary attack that is an area
burst 1, one burst centered on each primary target.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
Apply
The
primary target is dazed until the end of your next turn.
|
|
|
Lilium:
|
Vine
Serpents
: Area burst 1
within 10 squares
|
|
Lilium calls forth fiery serpentine vines to entangle
her foes. The vines strike at any creature within their
grasp that drops its guard.
|
|
Hit:
The target is restrained (save ends).
|
|
Miss:
Half damage, and the target is immobilized
until the end of your next turn.
|
|
Apply
The
target is restrained (save ends).
|
|
Apply
The
target is immobilized until the end of your next turn.
|
|
|
Lilium:
|
Vine
Serpents
: Area burst 1
within 10 squares
|
|
Lilium calls forth fiery serpentine vines to entangle
her foes. The vines strike at any creature within their
grasp that drops its guard.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
30
vs. Fortitude
( Hit )
|
—
|
10
fire damage
.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
26
vs. Fortitude
( Hit )
|
—
|
10
fire damage
.
|
|
Hit:
The target is restrained (save ends).
|
|
Miss:
Half damage, and the target is immobilized
until the end of your next turn.
|
|
Apply
The
target is restrained (save ends).
|
|
Apply
The
target is immobilized until the end of your next turn.
|
|
|
Lilium:
|
Vine
Serpents
: Area burst 1
within 10 squares
|
|
Lilium calls forth fiery serpentine vines to entangle
her foes. The vines strike at any creature within their
grasp that drops its guard.
|
|
Hit:
The target is restrained (save ends).
|
|
Miss:
Half damage, and the target is immobilized
until the end of your next turn.
|
|
|
Effect:
The burst creates a viny zone that
lasts until the end of the encounter. Any creature within
the zone that leaves it or attacks a creature outside it
takes
[5 +[WisBonus] damage.
|
|
Apply
The
target is restrained (save ends).
|
|
Apply
The
target is immobilized until the end of your next turn.
|
|
|
Lilium:
|
Vine
Serpents
: Area burst 1
within 10 squares
|
|
Lilium calls forth fiery serpentine vines to entangle
her foes. The vines strike at any creature within their
grasp that drops its guard.
|
|
Hit:
The target is restrained (save ends).
|
|
Miss:
Half damage, and the target is immobilized
until the end of your next turn.
|
|
|
Effect:
The burst creates a viny zone that
lasts until the end of the encounter. Any creature within
the zone that leaves it or attacks a creature outside it
takes (5 +
5
)
damage.
|
|
Apply
The
target is restrained (save ends).
|
|
Apply
The
target is immobilized until the end of your next turn.
|
|
|
Lilium:
|
Vine
Serpents
: Area burst 1
within 10 squares
|
|
Lilium calls forth fiery serpentine vines to entangle
her foes. The vines strike at any creature within their
grasp that drops its guard.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
18
vs. Fortitude
( Miss )
|
—
|
15
fire damage
.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
21
vs. Fortitude
( Miss )
|
—
|
15
fire damage
.
|
|
Hit:
The target is restrained (save ends).
|
|
Miss:
Half damage, and the target is immobilized
until the end of your next turn.
|
|
|
Effect:
The burst creates a viny zone that
lasts until the end of the encounter. Any creature within
the zone that leaves it or attacks a creature outside it
takes (5 +
5
)
damage.
|
|
Apply
The
target is restrained (save ends).
|
|
Apply
The
target is immobilized until the end of your next turn.
|
|
|
Lilium:
|
Apply
The
target is blinded (save ends).
|
|
|
Lilium:
|
Sunbeam
: Area burst 1 within 10
squares
|
|
Brilliant rays of light dazzle her enemies' eyes.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
33
vs. Will
( Hit )
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
29
vs. Will
( Hit )
|
|
Hit:
The target is blinded (save ends).
|
|
Miss:
1d10 + Wisdom modifier fire damage.
|
|
Apply
The
target is blinded (save ends).
|
|
|
Eileen:
|
:
Rolled
16.
Saving throw
|
|
|
Success:
Eileen has overcome Blinded.
|
|
|
Lilium:
|
Sunbeam
: Area burst 1 within 10
squares
|
|
Brilliant rays of light dazzle her enemies' eyes.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
19
vs. Will
( Miss )
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
20
vs. Will
( Miss )
|
|
Hit:
The target is blinded (save ends).
|
|
|
Miss:
(
6
+
5
)
fire damage.
|
|
Apply
The
target is blinded (save ends).
|
|
|
Lilium:
|
Sunbeam
: Area burst 1 within 10
squares
|
|
Brilliant rays of light dazzle her enemies' eyes.
|
|
Hit:
The target is blinded (save ends).
|
|
Apply
The
target is blinded (save ends).
|
|
|
Lilium:
|
Sunbeam
: Area burst 1 within 10
squares
|
|
Brilliant rays of light dazzle her enemies' eyes.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
34
vs. Will
( Hit )
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
27
vs. Will
( Hit )
|
|
Hit:
The target is blinded (save ends).
|
|
Apply
The
target is blinded (save ends).
|
|
|
Lilium:
|
Vine
Serpents
: Area burst 1
within 10 squares
|
|
Lilium calls forth fiery serpentine vines to entangle
her foes. The vines strike at any creature within their
grasp that drops its guard.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
34
vs. Fortitude
( Hit )
|
—
|
11
fire damage
.
CRIT:
19
fire damage, plus 8 damage.
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
24
vs. Fortitude
( Hit )
|
—
|
11
fire damage
.
|
|
Hit:
The target is restrained (save ends).
|
|
Miss:
Half damage, and the target is immobilized
until the end of your next turn.
|
|
|
Effect:
The burst creates a viny zone that
lasts until the end of the encounter. Any creature within
the zone that leaves it or attacks a creature outside it
takes (
10
)
damage.
|
|
Apply
The
target is restrained (save ends).
|
|
Apply
The
target is immobilized until the end of your next turn.
|
|
|
Lilium:
|
Sunbeam
: Area burst 1 within 10
squares
|
|
Brilliant rays of light dazzle her enemies' eyes.
|
|
|
|
(10) Ra'ven
|
—
|
Rolled
19
vs. Will
( Miss )
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
21
vs. Will
( Miss )
|
|
Hit:
The target is blinded (save ends).
|
|
Aftereffect:
1d10 + Wisdom modifier fire damage.
|
|
Apply
The
target is blinded (save ends).
|
|
|
Lilium:
|
|
Lilium:
|
|
|
(10) Ra'ven
|
—
|
( Autohit )
|
—
|
14
fire damage
.
|
|
|
Lilium:
|
With a wave of her hand, lilium causes a bright light to
appear upon some object, or in a nearby space.
|
|
Effect:
The target sheds bright light until the
end of the encounter or until you use this power again. The
light fills the target's space and all squares within 4
squares of it. Putting out the light is a free action.
|
|
|
Lilium:
|
|
|
Effect:
Every enemy that can see you grants
combat advantage to you until the end of your next turn.
|
|
Apply
Every
enemy that can see you grants combat advantage to you until
the end of your next turn.
|
|
|
Lilium:
|
Lilium calls for and receive a boon that shields her
from harm and weakens her enemies.
|
|
Effect:
Choose cold, fire, lightning, necrotic, or
thunder. You activate an aura 2 that lasts until the end of
your next turn. While in the aura, you and your allies gain
resist 5 to the chosen damage type. Any enemy in the aura
has vulnerable 5 to your attacks that deal the chosen damage
type.
|
|
Apply
Allies
have resist 5 cold, enemies have vulnerable 5 cold
|
|
Apply
Allies
have resist 5 fire, enemies have vulnerable 5 fire
|
|
Apply
Allies
have resist 5 lightning, enemies have vulnerable 5 lightning
|
|
Apply
Allies
have resist 5 necrotic, enemies have vulnerable 5 necrotic
|
|
Apply
Allies
have resist 5 thunder, enemies have vulnerable 5 thunder
|
|
|
Lilium:
|
Primal power threads through lilium, coalescing into a
golden seed ripe with healing magic.
|
|
|
Effect:
You spend a healing surge but
regain no hit points. Instead, you create a golden seed the
size of an acorn. The seed lasts until it is eaten or until
the end of your next extended rest. A creature carrying the
seed can take a minor action to eat it and regain
28
hit points.
|
|
|
Lilium:
|
Light emanates from lilium so intensely that her enemies
cannot bear to ignore her.
|
|
Sustain (Minor):
The aura persists until the end
of your next turn.
|
|
|
Effect:
You activate an aura 3 that lasts
until the end of your next turn. Enemies in the aura take a -
5
penalty to damage rolls against creatures other than you.
|
|
|
Lilium:
|
Light emanates from lilium so intensely that her enemies
cannot bear to ignore her.
|
|
|
Effect:
You activate an aura 3 that lasts
until the end of your next turn. Enemies in the aura take a -
5
penalty to damage rolls against creatures other than you.nn
Sustain
Minor:
The aura persists until the end of your next
turn.
|
|
Apply
Enemies
in the aura take a -5 penalty to damage rolls against
creatures other than you.
|
|
|
Lilium:
|
Light emanates from lilium so intensely that her enemies
cannot bear to ignore her.
|
|
|
Effect:
You activate an aura 3 that lasts
until the end of your next turn. Enemies in the aura take a -
5
penalty to damage rolls against creatures other than you.
nn
Sustain
Minor:
The aura persists until the end of your next
turn.
|
|
Apply
Enemies
in the aura take a -5 penalty to damage rolls against
creatures other than you.
|
|
|
Lilium:
|
Light emanates from lilium so intensely that her enemies
cannot bear to ignore her.
|
|
|
Effect:
You activate an aura 3 that lasts
until the end of your next turn. Enemies in the aura take a -
5
penalty to damage rolls against creatures other than you.
Sustain
Minor:
The aura persists until the end of your next
turn.
|
|
Apply
Enemies
in the aura take a -5 penalty to damage rolls against
creatures other than you.
|
|
|
Lilium:
|
Lilium cloaks herself with a shimmering aura, making her
outline almost impossible to discern.
|
|
Effect:
Until the end of the encounter, you gain a
+2 power bonus to all defenses, and you are invisible to
enemies 5 squares or more away from you.
|
|
Apply
You
gain a +2 power bonus to all defenses, and you are invisible
to enemies 5 squares or more away from you.
|
|
|
Lilium:
|
Effect:
You gain a +2 racial bonus to saving
throws against effects that daze, dominate, or stun.
|
|
|
Lilium:
|
Effect:
When you make a Perception check, you make
two rolls and use the higher result. You can also sense the
presence of magic as if you were trained in Arcana. You can
use Perception instead of Arcana for the check.
|
|
|
Lilium:
|
Effect:
You can use Nature in place of Arcana for
fey-related monster knowledge checks.
|
|
|
Lilium:
|
|
Target regains
28
hit points.
|
|
|
Lilium:
|
A glimmering fey creature with sharp eyes whispers in
your ear. giving you pointers on various topics of interest
and helping you stay focused when another would seek to
distract you or control you.
|
|
Effect:
You gain a +2 feat bonus to saving throws
against charm effects.
|
|
|
Lilium:
|
Effect:
When you would make an Insight check
against a natural beast, you can make a Nature check instead.
|
|
|
Lilium:
|
Effect:
If you are dazed or stunned, you can make
a saving throw at the start of your turn to end that effect,
even if the effect doesn't normally end on a save.
|
|
|
Lilium:
|
(0) Lilium
|
—
|
Lilium
|
On a critical hit one ally within 5 squares of you
regains
2
hit points.
|
|
|
Lilium:
|
(0) Lilium
|
—
|
Lilium
|
On a critical hit one ally within 5 squares of you
regains
4
hit points.
|
|
|
Lilium:
|
(10) Kaylen Fisher
|
—
|
Kaylen Fisher
|
On a critical hit one ally within 5 squares of you
regains
4
hit points.
|
|
|
Lilium:
|
Trigger:
You hit an enemy with a primal attack
power using this totem.
|
|
(10) Kaylen Fisher
|
—
|
Kaylen Fisher
|
Effect:
One ally within 5 squares of you
gains regeneration
4
until the end of the encounter.
|
|
=^v^= has connected.
|
Lilium:
oh
hey
|
|
Ra'ven:
doesn't
look like a regen icon
|
|
Ra'ven:
|
The wounds seem to burn off...
|
|
Effect:
She gains +1 to speed in beast form and
bloodied regeneration 2 until end of encounter.
|
|
Special:
Her rider also benefits from this
regeneration, if she has one.
|
|
|
Lilium:
hearts
it is then
|
|
Lilium:
|
(10) Ra'ven
|
—
|
Ra'ven
|
Effect:
One ally within 5 squares of you
gains regeneration
4
until the end of the encounter.
|
|
Apply
One
ally within 5 squares of you gains regeneration 4 until the
end of the encounter.
|
|
|
Ra'ven:
I
forgot we got a normal rogue
|
|
Ra'ven:
owell
|
|
Lilium:
|
Trigger:
You hit an enemy with a primal attack
power using this totem.
|
|
(10) Ra'ven
|
—
|
Ra'ven
|
Effect:
One ally within 5 squares of you
gains regeneration
4
until the end of the encounter.
|
|
Apply
One
ally within 5 squares of you gains regeneration 4 until the
end of the encounter.
|
|
|
Ra'ven:
also
wish like, my car and truck were not both broken
|
|
Lilium:
yeah
that sucks
|
|
Lilium:
|
Effect:
Your area and ranged attacks don't provoke
opportunity attacks.
|
|
|
Ra'ven:
so
I get a 170$ a hr appointment tomorow for my truck to see why the
f the brakes don't work
|
|
Lilium:
O.o
|
|
Ra'ven:
with
my dad activly hostile to the idea because he couldn't fix them
|
|
Lilium:
|
Trigger:
You move more than 3 squares.
|
|
Effect:
In bright light, your space and all
adjacent squares become shrouded in dim light until the end
of your next turn. If you were already in dim light, your
space and all adjacent squares become dark, blocking line of
sight, until the end of your next turn. You can see
perfectly in this area of dim light or darkness.
|
|
|
Lilium:
|
Grandfathers
Flower - Telepathy
|
|
|
Lilium:
|
Grandfathers
Flower - Telepathy
|
|
Effect:
You gain telepathy 5. You can use the
telepathy to speak with any eligible creatures in range,
broadcasting your message to multiple recipients.
|
|
|
Lilium:
|
|
Lilium:
|
Effect:
+2 item bonus to saving throws against
necrotic or poison effects.
|
|
|
Lilium:
|
Trigger:
An enemy adjacent to you hits you.
|
|
Effect:
The triggering enemy is knocked prone.
|
|
Click to toggle
|
" = "
|
Click to toggle
|
" »" bgcolor="#D6D7C6">
Click to toggle
|
|
Prone
|
|
on Selected Target(s)
|
|
|
Lilium:
|
The power of the Forest Father flows through Lilium,
causing the land to flourish in her presence. With his
blessing she can bind her enemies with this abundant growth.
|
|
Effect:
You create a zone of difficult terrain in
a close burst 1 that lasts until the end of the encounter.
On each of your turns, you can take a minor action once per
round to make an attack against an enemy in the zone.
|
|
|
Lilium:
|
Verdant
Presence - Attack
|
|
|
|
(10) Kaylen Fisher
|
—
|
Rolled
17
vs. Reflex
( Miss )
|
|
Hit:
The target is immobilized until the start of
your next turn.
|
|
Apply
The
target is immobilized until the start of your next turn.
|
|
|
Lilium:
|
Avandra's
Boon of Escape - Property
|
|
Effect:
If you start your turn with two or more
enemies adjacent to you, you can shift 2 squares as a move
action.
|
|
|
Lilium:
|
Avandra's
Boon of Escape - Daily
|
|
Effect:
Teleport 2 squares.
|
|
|
Lilium:
|
Pelor's
Sun Blessing - Property
|
|
|
If you deal damage to a target that has
vulnerability to radiant damage, you deal
5
extra damage.
|
|
|
Lilium:
Took an extended rest.
HP:
75 / 75—
Surges:
11 / 11 —
APs:
1 —
Daily Items:
1
|
vonel is disconnected.
=^v^= is disconnected.
vonel has connected.
vonel is disconnected.
vonel has connected.
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
|
Component Cost: 10 gpnKey Skill: NaturenTime: 10
minutesnDuration: SpecialnnYou target a nonhostile Tiny
animal, such as a sparrow, a raven, a fox, or a carp. The
animal must remain within 5 squares of you for the time
necessary to perform the ritual.
Once the ritual is
complete, you whisper a message of up to 25 words to the
animal and name a recipient and a location. The animal
bounds off toward the location, in search of the recipient.
The
animal avoids danger along its path. Upon finding the
recipient, the animal approaches until it is adjacent to the
recipient, and then your whisper issues from the animal's
mouth, conveying the message.
When the animal delivers
its message or the ritual's duration ends, your influence
ends and the animal reverts to its natural behavior.
Your
Nature check determines how long the animal is affected by
the ritual.nnNature Check Result Durationn19 or lower 6
hoursn20?29 12 hoursn30?39 18 hoursn40 or higher 24 hours
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
|
Component Cost:
10 gp
n
Key Skill:
Nature
n
Time:
10 minutes
n
Duration:
Special
nnYou target a nonhostile Tiny animal, such as a
sparrow, a raven, a fox, or a carp. The animal must remain
within 5 squares of you for the time necessary to perform
the ritual.
Once the ritual is complete, you whisper a
message of up to 25 words to the animal and name a
recipient and a location. The animal bounds off toward the
location, in search of the recipient.
The animal avoids
danger along its path. Upon finding the recipient, the
animal approaches until it is adjacent to the recipient,
and then your whisper issues from the animal's mouth,
conveying the message.
When the animal delivers its
message or the ritual's duration ends, your influence ends
and the animal reverts to its natural behavior.
Your
Nature check determines how long the animal is affected by
the ritual.nnNature Check Result Duration
n19 or lower
6 hours
n20-29 12 hours
n30-39 18 hours
n40 or
higher 24 hours
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
Duration
19 or lower 6 hours
20-29 12 hours
30-39
18 hours
40 or higher 24 hours
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
19
or lower
20-29
30-39
40 or higher
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
|
|
|
Lilium:
|
A crackling fire, a hot meal, and a warm bedroll await
you after a long day of adventuring.
|
|
|
Component Cost:
15 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
8 hours
You
summon hundreds of diminutive nature spirits to assemble a
campsite in a 5-square radius around you. The spirits clear
the area, set up tents, unroll bedrolls, gather water, and
prepare a nourishing meal. They also conceal the campsite,
with your Nature check result serving as the DC for
Perception checks to notice the hidden camp.
The spirits
utilize your and your allies' gear to make the campsite. If
you and your allies lack the appropriate gear, the spirits
gather raw materials from the environment to make the
campsite.
At the end of the ritual's duration, the
spirits break down the campsite, pack up your gear, and
restore the site to its original state, removing evidence
that you and your allies camped there.
|
|
|
Lilium:
|
A crackling fire, a hot meal, and a warm bedroll await
you after a long day of adventuring.
|
|
|
Component Cost:
15 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
8 hours
Effect:
You summon hundreds of diminutive nature spirits to assemble
a campsite in a 5-square radius around you. The spirits
clear the area, set up tents, unroll bedrolls, gather water,
and prepare a nourishing meal. They also conceal the
campsite, with your Nature check result serving as the DC
for Perception checks to notice the hidden camp.
The
spirits utilize your and your allies' gear to make the
campsite. If you and your allies lack the appropriate gear,
the spirits gather raw materials from the environment to
make the campsite.
At the end of the ritual's duration,
the spirits break down the campsite, pack up your gear, and
restore the site to its original state, removing evidence
that you and your allies camped there.
|
|
|
Lilium:
|
|
Component Cost:
1 healing surge
Key
Skill:
Arcana
Time:
1 standard action
Duration:
10 minutes or until discharged
Effect:
You
magically hold shut one nonmagical door, gate, window,
shutter, or similar device. Your Arcana check sets the DC
for the Athletics check or Thievery check needed to force
the held portal open, which discharges the ritual. A
creature with training in Arcana can instead make an Arcana
check against the same DC to discharge the ritual.
|
|
|
Lilium:
|
|
Component Cost:
1 healing surge
Key
Skill:
Arcana
Time:
1 standard action
Duration:
10 minutes or until discharged
Effect:
You
magically hold shut one nonmagical door, gate, window,
shutter, or similar device.
Your Arcana check sets the DC
for the Athletics check or Thievery check needed to force
the held portal open, which discharges the ritual.
A
creature with training in Arcana can instead make an Arcana
check against the same DC to discharge the ritual.
|
|
|
Lilium:
|
|
Component Cost:
10 gp
Key Skill:
Arcana or Nature or Religion
Time:
10 minutes
Duration:
Instantaneous
Effect:
You purify a volume of
water. The amount of water you can purify is determined by
the result of your Arcana check, Nature check, or Religion
check.
|
|
|
Lilium:
|
Traveler's
Camouflage
: Ritual
|
|
You and your allies take on the textures and colors of
the world around you.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
10
hours
Effect:
You cloak yourself and any allies
present for the ritual in a camouflaging shroud. The
subjects of this ritual gain a bonus to Stealth checks while
traveling, and other creatures take a penalty when using
Perception to find your tracks.
Your Nature check
determines the bonus you and your allies gain and the
penalty others take.
This camouflage protects you and
your allies as you travel, but not during battle. Any
subject who rolls initiative or makes an attack roll loses
the benefit of this ritual until the end of the encounter.
If a subject is hidden when he or she makes an attack, that
subject loses the bonus before making the attack roll, which
could cause him or her to lose the benefit of being hidden
for that attack.
|
|
|
Lilium:
|
Traveler's
Camouflage
: Ritual
|
|
You and your allies take on the textures and colors of
the world around you.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
10
hours
Effect:
You cloak yourself and any allies
present for the ritual in a camouflaging shroud. The
subjects of this ritual gain a bonus to Stealth checks while
traveling, and other creatures take a penalty when using
Perception to find your tracks.
Your Nature check
determines the bonus you and your allies gain and the
penalty others take.
This camouflage protects you and
your allies as you travel, but not during battle. Any
subject who rolls initiative or makes an attack roll loses
the benefit of this ritual until the end of the encounter.
If
a subject is hidden when he or she makes an attack, that
subject loses the bonus before making the attack roll, which
could cause him or her to lose the benefit of being hidden
for that attack.
|
|
|
Lilium:
|
Grass grows, trees bear fruit, and the land's bounty is
available to all.
|
|
|
Component Cost:
20 gp
Key Skill:
Nature (no check)
Time:
10 minutes
Duration:
Instantaneous
Effect:
Upon completion of the
ritual, you cause all outdoor terrain within 20 squares of
you to bloom with new growth and foliage. The entire area
becomes difficult terrain.
Alternatively, the ritual
causes crops and fruit-bearing plants within 20 squares of
you to yield food. The plants produce enough food to feed
five people for a week.
|
|
|
Lilium:
|
The water vanishes into the ground as if it fears your
presence and power.
|
|
|
Component Cost:
25 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
1 hour
Effect:
You
cause a body of water to reduce in depth. Your Nature check
determines how many squares the water lowers. The space of
water you can affect has sides equal to your level in
squares. For example, if you are level 12, you affect a
space that is 12 squares on a side.
If you lower the
water to ground level or lower, the affected area becomes
dry. In large bodies of water, the water outside the area is
unaffected by the void you create. To an observer, the sides
of the area appear to be walls of water.
At the end of
the ritual's duration, water returns to fill the volume it
previously occupied.
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or ?fetch,? of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as ?Come to me,? ?Bring me the ritual components,? or
?Burn down the fortress wall.?
The fetch then goes to
find the creature you designated at a rapid pace (speed 15)
and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20?29
1 day
30?39 1 week
40 or higher 1 monthn
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20-29
1 day
30-39 1 week
40 or higher 1 monthn
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
You whisper to the animal before you, and it bounds off
in the direction you point to carry your message.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
Duration
19 or lower 6 hours
20-29 12
hours
30-39 18 hours
40 or higher 24 hoursn
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
You whisper to the animal before you, and it bounds off
in the direction you point to carry your message.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
Duration
19 or lower 6 hours
20-29 12
hours
30-39 18 hours
40 or higher 24 hours
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
You whisper to the animal before you, and it bounds off
in the direction you point to carry your message.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
Duration
19 or lower 6 hours
20-29 12
hours
30-39 18 hours
40 or higher 24 hours
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
You whisper to the animal before you, and it bounds off
in the direction you point to carry your message.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
Duration
19 or lower 6 hours
20-29
12 hours
30-39 18 hours
40 or higher 24 hours
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
You whisper to the animal before you, and it bounds off
in the direction you point to carry your message.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
Duration
19 or lower 6 hours
20-29
12 hours
30-39
18 hours
40 or higher 24
hours
|
|
|
Lilium:
|
Animal
Messenger
: Ritual
|
|
You whisper to the animal before you, and it bounds off
in the direction you point to carry your message.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
Special
Effect:
You
target a nonhostile Tiny animal, such as a sparrow, a raven,
a fox, or a carp. The animal must remain within 5 squares of
you for the time necessary to perform the ritual.
Once
the ritual is complete, you whisper a message of up to 25
words to the animal and name a recipient and a location. The
animal bounds off toward the location, in search of the
recipient.
The animal avoids danger along its path. Upon
finding the recipient, the animal approaches until it is
adjacent to the recipient, and then your whisper issues from
the animal's mouth, conveying the message.
When the
animal delivers its message or the ritual's duration ends,
your influence ends and the animal reverts to its natural
behavior.
Your Nature check determines how long the
animal is affected by the ritual.
Nature Check Result
Duration
19 or lower 6 hours
20-29
12 hours
30-39
18 hours
40
or higher 24 hours
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20-29
1 day
30-39 1 week
40 or higher 1 monthn
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20-29
1 day
30-39 1
week
40 or higher 1 monthn
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20-29
1 day
30-39 1 week
40
or higher 1 monthn
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20-29
1 day
30-39 1 week
40
or higher 1 monthn
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20-29
1 day
30-39 1 week
40
or higher 1 monthn
|
|
|
Lilium:
|
You call forth an insubstantial spirit?fey, primal, or
shadow?to unpleasantly influence another to do your bidding.
|
|
|
Component Cost:
20 gp
Key Skill:
Arcana, Religion
Time:
10 minutes
Duration:
Special
Effect:
WWhen complete, this ritual calls
forth a spiritual presence, or “fetch,” of a shape you
define. Typically, these fetches are small, indistinct, and
shaped like a small animal or person.
You can send this
spirit to a creature (or creatures) whose specific
appearance you can visualize or whose name you can provide,
or to whom you have a material connection such as a vial of
blood. You whisper a simple command of 10 words of less,
such as “Come to me,” “Bring me the ritual components,” or
“Burn down the fortress wall.”
The fetch then
goes to find the creature you designated at a rapid pace
(speed 15) and seeks out the creature you specify. It cannot
communicate, but the recipient senses its presence and
receives your command.
Unless the recipient does as you
wish, the fetch remains at the target's side as a constant
reminder. The fetch cannot be harmed, but dispel magic used
successfully can drive it away for a day. Your skill check
result determines how long the fetch exists.
Check
Result
Duration
19 or lower 12 hours
20-29
1 day
30-39 1 week
40
or higher 1 monthn
|
|
|
Lilium:
|
|
Component Cost:
10 gp
Key Skill:
Arcana or Nature or Religion
Time:
10 minutes
Duration:
Instantaneous
Effect:
You purify a volume of
water. The amount of water you can purify is determined by
the result of your Arcana check, Nature check, or Religion
check.
Skill Check Result
Amount of Water
9
or lower 1 square
10?19 2 squares
20?34 4
squares
35 or higher 10 squares
|
|
|
Lilium:
|
|
Component Cost:
10 gp
Key Skill:
Arcana or Nature or Religion
Time:
10 minutes
Duration:
Instantaneous
Effect:
You purify a volume of
water. The amount of water you can purify is determined by
the result of your Arcana check, Nature check, or Religion
check.
Skill Check Result
Amount of Water
9
or lower 1 square
10-19& #8195;2
squares
20-34 4 squares
35
or higher 10 squares
|
|
|
Lilium:
|
|
Component Cost:
10 gp
Key Skill:
Arcana or Nature or Religion
Time:
10 minutes
Duration:
Instantaneous
Effect:
You purify a volume of
water. The amount of water you can purify is determined by
the result of your Arcana check, Nature check, or Religion
check.
Skill Check Result
Amount of Water
9
or lower 1 square
10-19
2 squares
20-34 4
squares
35 or higher 10 squares
|
|
|
Lilium:
|
|
Component Cost:
10 gp
Key Skill:
Arcana or Nature or Religion
Time:
10 minutes
Duration:
Instantaneous
Effect:
You purify a volume of
water. The amount of water you can purify is determined by
the result of your Arcana check, Nature check, or Religion
check.
Skill Check Result
Amount of Water
9
or lower 1 square
10-19
2 squares
20-34
4 squares
35 or
higher 10 squares
|
|
|
Lilium:
|
Traveler's
Camouflage
: Ritual
|
|
You and your allies take on the textures and colors of
the world around you.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
10
hours
Effect:
You cloak yourself and any allies
present for the ritual in a camouflaging shroud. The
subjects of this ritual gain a bonus to Stealth checks while
traveling, and other creatures take a penalty when using
Perception to find your tracks.
Your Nature check
determines the bonus you and your allies gain and the
penalty others take.
This camouflage protects you and
your allies as you travel, but not during battle. Any
subject who rolls initiative or makes an attack roll loses
the benefit of this ritual until the end of the encounter.
If
a subject is hidden when he or she makes an attack, that
subject loses the bonus before making the attack roll, which
could cause him or her to lose the benefit of being hidden
for that attack.
Nature Check Result
Bonus
to Stealth
Penalty to Find Tracks
19 or
lower +2 -2
20-29 +5 -5
30 or
higher +10 ?10
|
|
|
Lilium:
|
Traveler's
Camouflage
: Ritual
|
|
You and your allies take on the textures and colors of
the world around you.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
10
hours
Effect:
You cloak yourself and any allies
present for the ritual in a camouflaging shroud. The
subjects of this ritual gain a bonus to Stealth checks while
traveling, and other creatures take a penalty when using
Perception to find your tracks.
Your Nature check
determines the bonus you and your allies gain and the
penalty others take.
This camouflage protects you and
your allies as you travel, but not during battle. Any
subject who rolls initiative or makes an attack roll loses
the benefit of this ritual until the end of the encounter.
If
a subject is hidden when he or she makes an attack, that
subject loses the bonus before making the attack roll, which
could cause him or her to lose the benefit of being hidden
for that attack.
Nature Check Result
Bonus
to Stealth
Penalty to Find Tracks
19 or
lower +2 -2
20-29
+5 -5
30
or higher +10 ?10
|
|
|
Lilium:
|
Traveler's
Camouflage
: Ritual
|
|
You and your allies take on the textures and colors of
the world around you.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
10
hours
Effect:
You cloak yourself and any allies
present for the ritual in a camouflaging shroud. The
subjects of this ritual gain a bonus to Stealth checks while
traveling, and other creatures take a penalty when using
Perception to find your tracks.
Your Nature check
determines the bonus you and your allies gain and the
penalty others take.
This camouflage protects you and
your allies as you travel, but not during battle. Any
subject who rolls initiative or makes an attack roll loses
the benefit of this ritual until the end of the encounter.
If
a subject is hidden when he or she makes an attack, that
subject loses the bonus before making the attack roll, which
could cause him or her to lose the benefit of being hidden
for that attack.
Nature Check Result
Bonus
to Stealth
Penalty to Find Tracks
19 or
lower +2 -2
20-29
+5 -5
30
or higher +10 -10
|
|
|
Lilium:
|
Traveler's
Camouflage
: Ritual
|
|
You and your allies take on the textures and colors of
the world around you.
|
|
|
Component Cost:
10 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
10
hours
Effect:
You cloak yourself and any allies
present for the ritual in a camouflaging shroud. The
subjects of this ritual gain a bonus to Stealth checks while
traveling, and other creatures take a penalty when using
Perception to find your tracks.
Your Nature check
determines the bonus you and your allies gain and the
penalty others take.
This camouflage protects you and
your allies as you travel, but not during battle. Any
subject who rolls initiative or makes an attack roll loses
the benefit of this ritual until the end of the encounter.
If
a subject is hidden when he or she makes an attack, that
subject loses the bonus before making the attack roll, which
could cause him or her to lose the benefit of being hidden
for that attack.
Nature Check Result
Bonus
to Stealth
Penalty to Find Tracks
19 or
lower +2 -2
20-29
+5 -5
30
or higher +10 -10
|
|
|
Lilium:
|
The water vanishes into the ground as if it fears your
presence and power.
|
|
|
Component Cost:
25 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
1 hour
Effect:
You
cause a body of water to reduce in depth. Your Nature check
determines how many squares the water lowers. The space of
water you can affect has sides equal to your level in
squares. For example, if you are level 12, you affect a
space that is 12 squares on a side.
If you lower the
water to ground level or lower, the affected area becomes
dry. In large bodies of water, the water outside the area is
unaffected by the void you create. To an observer, the sides
of the area appear to be walls of water.
At the end of
the ritual's duration, water returns to fill the volume it
previously occupied.
Nature Check Result
Depth
19
or lower 2 squares
20-29 4 squares
30-39 8
squares
40 or higher 16 squares
|
|
|
Lilium:
|
The water vanishes into the ground as if it fears your
presence and power.
|
|
|
Component Cost:
25 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
1 hour
Effect:
You
cause a body of water to reduce in depth. Your Nature check
determines how many squares the water lowers. The space of
water you can affect has sides equal to your level in
squares. For example, if you are level 12, you affect a
space that is 12 squares on a side.
If you lower the
water to ground level or lower, the affected area becomes
dry. In large bodies of water, the water outside the area is
unaffected by the void you create. To an observer, the sides
of the area appear to be walls of water.
At the end of
the ritual's duration, water returns to fill the volume it
previously occupied.
Nature Check Result
Depth
19
or lower 2 squares
20-29
4 squares
30-39 8 squares
40
or higher 16 squares
|
|
|
Lilium:
|
The water vanishes into the ground as if it fears your
presence and power.
|
|
|
Component Cost:
25 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
1 hour
Effect:
You
cause a body of water to reduce in depth. Your Nature check
determines how many squares the water lowers. The space of
water you can affect has sides equal to your level in
squares. For example, if you are level 12, you affect a
space that is 12 squares on a side.
If you lower the
water to ground level or lower, the affected area becomes
dry. In large bodies of water, the water outside the area is
unaffected by the void you create. To an observer, the sides
of the area appear to be walls of water.
At the end of
the ritual's duration, water returns to fill the volume it
previously occupied.
Nature Check Result
Depth
19
or lower 2 squares
20-29
4 squares
30-39
8 squares
40
or higher 16 squares
|
|
vonel is disconnected.
vonel has connected.
|
Lilium:
|
Great eagle spirits thunder through the sky, carrying
you and your allies to a far-off location.
|
|
|
Component Cost:
400 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
12
hours
Effect:
Up to eight giant eagle spirits
appear to carry you and your allies. Each eagle can carry
one Medium creature. The eagles have a fly speed and an
overland flight speed determined by your Nature check.
Creatures
take a -4 penalty to attack rolls and defenses while carried
by the eagles. The eagles can't attack or affect other
creatures in any way.
The eagles' defenses are equal to
yours, and if an eagle is hit by an attack, it descends to a
solid surface to drop off the creature it carries, then
flies away. Eagles who have flown away during combat can be
called back as a standard action outside combat.
Nature
Check Result
Speed
Overland Flight
24
or lower 8 10
25-29 10 15
30-39
12 20
40 or higher 15 30
|
|
|
Lilium:
|
Great eagle spirits thunder through the sky, carrying
you and your allies to a far-off location.
|
|
|
Component Cost:
400 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
12
hours
Effect:
Up to eight giant eagle spirits
appear to carry you and your allies. Each eagle can carry
one Medium creature. The eagles have a fly speed and an
overland flight speed determined by your Nature check.
Creatures
take a -4 penalty to attack rolls and defenses while carried
by the eagles. The eagles can't attack or affect other
creatures in any way.
The eagles' defenses are equal to
yours, and if an eagle is hit by an attack, it descends to a
solid surface to drop off the creature it carries, then
flies away. Eagles who have flown away during combat can be
called back as a standard action outside combat.
Nature
Check Result
Speed
Overland Flight
24
or lower 8 10
25-29
10 15
30-39
12 20
40
or higher 15 30
|
|
|
Lilium:
|
Great eagle spirits thunder through the sky, carrying
you and your allies to a far-off location.
|
|
|
Component Cost:
400 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
12
hours
Effect:
Up to eight giant eagle spirits
appear to carry you and your allies. Each eagle can carry
one Medium creature. The eagles have a fly speed and an
overland flight speed determined by your Nature check.
Creatures
take a -4 penalty to attack rolls and defenses while carried
by the eagles. The eagles can't attack or affect other
creatures in any way.
The eagles' defenses are equal to
yours, and if an eagle is hit by an attack, it descends to a
solid surface to drop off the creature it carries, then
flies away. Eagles who have flown away during combat can be
called back as a standard action outside combat.
Nature
Check Result
Speed
Overland Flight
24
or lower 8 10
25-29
10 15
30-39
12 20
40
or higher 15 30
|
|
|
Lilium:
|
Great eagle spirits thunder through the sky, carrying
you and your allies to a far-off location.
|
|
|
Component Cost:
400 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
12
hours
Effect:
Up to eight giant eagle spirits
appear to carry you and your allies. Each eagle can carry
one Medium creature. The eagles have a fly speed and an
overland flight speed determined by your Nature check.
Creatures
take a -4 penalty to attack rolls and defenses while carried
by the eagles. The eagles can't attack or affect other
creatures in any way.
The eagles' defenses are equal to
yours, and if an eagle is hit by an attack, it descends to a
solid surface to drop off the creature it carries, then
flies away. Eagles who have flown away during combat can be
called back as a standard action outside combat.
Nature
Check Result
Speed
Overland Flight
24
or lower 8 10
25-29
10 15
30-39
12 20
40
or higher 15 30
|
|
|
Lilium:
|
Great eagle spirits thunder through the sky, carrying
you and your allies to a far-off location.
|
|
|
Component Cost:
400 gp
Key Skill:
Nature
Time:
10 minutes
Duration:
12
hours
Effect:
Up to eight giant eagle spirits
appear to carry you and your allies. Each eagle can carry
one Medium creature. The eagles have a fly speed and an
overland flight speed determined by your Nature check.
Creatures
take a -4 penalty to attack rolls and defenses while carried
by the eagles. The eagles can't attack or affect other
creatures in any way.
The eagles' defenses are equal to
yours, and if an eagle is hit by an attack, it descends to a
solid surface to drop off the creature it carries, then
flies away. Eagles who have flown away during combat can be
called back as a standard action outside combat.
Nature
Check Result
Speed
Overland Flight
24
or lower 8 10
25-29
10 15
30-39
12 20
40
or higher 15 30
|
|
Ganaroth has connected.
|
Lilium:
Yo
|
Riot has connected.
=^v^= has connected.
|
|
Riot:
also
G I DM'd you a thing on Discord
|
|
|
Riot:
That
sucks, I'm sorry
|
|
|
=^v^=:
I
got a 'actually sucks to be you ha' from the dealership on my car
that threw a check engine rainbow 30 miles after paying them
500bux for service
|
|
|
=^v^=:
also
I got to go with my partents to buy a new car for them which
involved a bunch of peopel being upset
|
|
|
=^v^=:
found
out the tradein value for my car that has the light on in it is
250 dollars which is silly low
|
|
|
=^v^=:
I'd
buy like 4 of them for that price and just wear them the rest of
the way out
|
|
|
Ganaroth:
I'm
really sorry to hear this...
|
|
|
Ganaroth:
I
wish your day'd been better.
|
|
|
Ganaroth:
Well,
I guess everyone is here, then?
|
|
|
Ganaroth:
Awrsome.
Well, let's say that we pick up as Escrish is deftly guided by
Deket into the kitchen, where you are waiting for him as planned.
|
|
Escrish 's despondent face grows wary
as he sees the group waiting for him, and the shorter man looks
over his shoulder at Deket, who just gives him a wry smile and
says "They might be able to take a load off of ya. Have fun." He
turns, then gives the rest of you a quick thumbs up before exiting
back to the bar proper. Escrish looks at each of you, and clears
his throat. "Um... you'll do me the kindness of telling me your
business, before we start talking, please?"
|
|
Itzen is a wolf at this point and
tilts her head, "Well, I had hoped this would be a giveaway."
|
|
Lucky waits for Deket to come back out
before stepping away from her place at the edge of the bar, taking
her eyes off the patrons and giving Deket a nod as she walks
through the kitchen doors
|
|
Escrish sighs. "Pardon, ma'am." He
performs a small rune sign over his heart; indicating gratitude.
"The authorities here use wolves too, sometimes. It's harder to
turn an animal traitor, but it can still be done."
|
|
Itzen:
"I
see, well at least I don't come bearing chains or something else
unplesent..."
|
|
Deket nods at Lucky.
|
|
Escrish:
"And
thank goodness. We already have enough of those around here." He
takes a deep breath, then lets it out slowly. "Ok, so I expect you
want into Coalstone. I have to... I just have to thank you. For
doing this. I know this wouldn't be the Howling's first priority
here, but even just making the attempt means the world to me. As
it is, I'm going to work there every day, handing out food or
whippings to my own packmates, and none of us can even acknowledge
it." He looks at his left hand. "...I actually got angry at a
sister in there, and backhanded her with my gauntlet. Today, I
mean. It wasn't an act. She wasn't doing what she was supposed to,
and she was slowing everything up, and for a moment it's like I
just forgot we were only pretending to be on opposite sides. We're
all dying slow in there, and I'm just the one dying the slowest."
|
|
Itzen nods, "The issue is that you
are... looking guilty right now?" A pause, "I am here to extract
some of my people, do you need to be one of them?"
|
|
Escrish:
He
pauses, then nods. "No real choice. If you can help them, they'll
turn the city upside down looking for who guided you in, and they
won't have far to look." He looks at Itzen, a bit glum but still
determined. "The moment you cross into Coalstone, there's a clock
ticking down on my life, so I'd appreciate it if you came and
grabbed me before it ticks all the way down."
|
|
Itzen nods twice, "Ah, it's a bit
refreshing to see someone with a bit more sense to their
situation. Extracting our people from the prision is
all
of
our people, because any of them left will probably meet that fate
anyways."
|
|
Eileen nods
|
|
Itzen:
"I
rather dislike loosing people to unnecessarly fool heroics."
|
|
Escrish:
"Heh.
Glad I passed that test, then. Believe me, I know I'm not a hero.
I'm one of those people in the tales... you know, a minor
character with a clue or trinket the real heroes'll need. And
that's fine; my friends would be fucked if the heroics were all up
to me."
|
|
Itzen:
"There
is a marked differeence between a story hero and one who merely
exemplifies the acts."
|
|
Itzen:
"Putting
yourself in a position to help save your packmates is heroic, if
not the thing tales tend to emphasize."
|
|
Escrish:
"Eh,
well, you can call anyone at all you want a hero, even me, so long
as you can get them out of there, I suppose. For myself, I'll try
not to start putting on airs before we even do anything." He
chuckles a bit. "So okay, how can I help you? I've got most of the
information you probably would want about the place."
|
|
Itzen nods, 'That and any places they
perhaps suspect as harboring like minded people?"
|
|
Itzen:
"Preferably
empty ones if you know. I wish to make this seem like a rather
severe counterstroke."
|
|
Itzen:
"There
is
enough
of us that we can pretend to be quite a bit more,
if we are careful about it, and could distract them looking for a
group bigger then us."
|
|
Itzen:
"Cleaning
out a few empty places will help sell the illusion."
|
|
Escrish:
((I
am really sorry, but do you think you could explain what Itzen
means? I'm having a little trouble understanding what she's trying
to say.))
|
|
Escrish:
((Probably
my own dumb at work.))
|
Riot:
(( I'm a little confused too ))
=^v^=:
(( she thinks since they are striking
in with a fairly large force, she can set up a few suspected safehouses
like everyone cleared out of them in a rush, and make the authorities
think a BUNCH of people came at them, instead of just our group. ))
|
Escrish:
(Oh,
okay. Basically leaving dummy trails.)
|
=^v^=:
(( ya, plus makign it look like more
people were in on it then they actually were ))
=^v^=:
(( people who loose to ambushes
almost always exaderate how many people ambushed them after all, why not
make it seem like dozens of cultits came down like the paw of the wolf ))
|
Escrish:
"There
are a few places. Bases we abandoned when it seemed like they were
getting close, things like that. There's more empty space in the
city than the constables generally think, and I can get a few
people to trash some of them over the next couple of days."
|
|
Escrish:
"Make
'em seem more recently lived in, and such."
|
|
Eileen:
"Be
careful while your doing it, we have reason to think someone may
have sould out the group that was captured."
|
|
Itzen nods, "Though try not to get too
carried away with them, as they will need to maintian their
positions after this, as it's.. less likely then I'd like that
further rescue is forthcoming."
|
|
Escrish:
"I
see. Well, I'll let them know. We've already withdrawn just about
everything to our higher-security dens, but they'll appreciate you
letting us know that we'll probably be camping out there for a
while until things die back down."
|
|
Escrish:
"Heh.
"We." I'm leaving with the others. Hopefully they waste time
trying to track us halfway across the sky before looking for
remembering to check for anyone left behind."
|
|
Escrish:
(Typos,
eck.)
|
|
Escrish:
"Now...
I'm not sure if you already had a, uh, means of attack that you
wanted to employ, but I can think of a few different ways inside.
It's not like Coalstone has porous security or anything; it's just
that most of the entrances are secured with active patrols and
sentries rather than just impassible walls and such. There's no
such thing as a perfect way in, just ways that can be more
thoroughly opened than others, understand? Good news is that you
can pick your poison. The bad news is that no matter what you
pick, it's still gonna be poison. Ok?"
|
|
Pell:
"Sounds
reasonable."
|
|
Escrish:
"Yeah,
well, tell me that after you weigh the options. Okay, so option
one: through the mines. For those of you from out of town,
Coalstone prison is built on top of a giant coal mine. Neat
history too... anyway, though, the mines have a few different
vents and spillways running out from them, so you'd be able to
enter from there. Nobody is likely to see you coming that way, and
the guards will be thinner, but getting back out the same way will
be a real pain. You could also go up and over. There's an
outcropping that serves as a watchtower nearby, overlooking the
whole complex. They'll be watching for anything on the surface,
but if you can take them out first, before they send a message,
you'll be the one with the vantage. There are also carts coming
and going all the time; smuggling you in might be possible, but if
you get caught it'll turn into an ugly melee pretty quick. I'm
discounting the "storm the walls" option, because it sounds like
you want to bluff them a bit, and pure force would show your hand."
|
|
Escrish:
"I've
also got info on what the guards are like, and where you'll find
them. Where they keep the prisoners. The list of names you'll
want. Basically everything. Every morsel of info I ever dredged up
out of that hellhole is being cashed in for this. No reason to
leave spare arrows in my quiver on the way out, right?"
|
|
Itzen nods, "Correct. Though I will
need to storm the place they are holding the Orb after this as
well...."
|
|
Escrish:
"Of
course. I understand the priorities. My info about where they're
holding the Orb is a little sketchier, though. I know its not with
Haarken anymore. I know that High Lady Tynaron was working with
it, but I'm not sure if it's at her private place, or in the
bigger labs under the Barrow. My guess is the latter, since it's
important. And that's a bit of a problem, because the access
system for those labs isn't someting I'm a part of. All I can do
is DESCRIBE how to get inside there."
|
|
Itzen:
"That
is quite a bit better then merely guessing."
|
|
Escrish:
"Well,
I hope so. Ever since the brothers came through and cleaned house,
a lot of the former disreputables have been accepted into the
official government, right? It's how they were able to keep a lid
on things. So, long story short is that there are actually a
number of access keys for the labs all around the city, mostly in
posession of powerful individuals or groups that are now part of
the new government. In order to make it as secure as possible and
as proof against treachery as possible, the keys have been split
up, and you need to use several of them at once in order to get
in. That means you'd need to take them from their owners first.
But once you start that, I don't know how long you'll have before
they figure out what you're after, and start moving forces to the
labs to intercept you. So you'll need to be quick about it. From
what I've heard, you need between three and five keys; three will
work, but there are some sort of extra measures that happen if you
have less than five. I don't know what they are, though." He
reaches into his bag, and takes out a small pad of paper,
scribbling on it. "I know for certain that both Haarken and
Tynaron have keys. Another one is held by Warden Nosnra at
Coalstone, but whether you want to make a play for it while you're
there is up to you. I don't know where the others are, but the
people who hold them might."
|
|
Lucky:
"Wait.
The brothers? I fucking forgot about them! Dinesh and Samir!"
|
|
Escrish:
"Huh?
Yeah, that's them."
|
|
Lucky:
"They
were there at the beginning of all this, at least for me. Dinesh
was a bit gruff, and Samir tried to be a smooth talker, but they
were good people, in my limited experience."
|
|
Lucky:
"Fuck
me running, I forgot they came back here to try and fix the place."
|
|
Escrish:
"Honestly,
they seem okay to me. A hell of a lot better than the stain they
replaced. But it put them in the awkward position of trying to be
decent people in charge of a whole bunch of indecent people.
They're strong, but even they have to be careful and step light."
|
|
Itzen stares a bit before collecting
herself, "Would they perhaps have keys the would be wiling to give
an aquantence?"
|
|
Escrish:
"I
cannot imagine they wouldn't have a key between them. Whether
they'd be willing to hand them over to you is above my paygrade."
|
|
Lucky:
"It
could be an option, but it would probably depend on how well they
remember me, and how much bullshit they're currently in the middle
of."
|
|
Ra'ven:
"Does
it keep track of which keys are used?"
|
|
Io:
"I
think they'll remember you. And if not, I'm quite certain they'll
remember ME."
|
|
Lucky:
"That's
true. My memory sometimes gets a bit hazy on who was where and
when. Like for some reason my brain was telling me Eileen was with
us, even though I know she wasn't." She taps the side of her head
a few times as if she's trying to knock the incorrect memories out.
|
|
Ra'ven:
"I
mean if it doesn't, we probably should ask those guys before we go
raiding other keys."
|
|
Kaylen Fisher:
"Asking
them first might slow down their reaction time, too. Those two are
nominally in charge, right? They might be able to gum things up
long enough to buy time while we go collecting."
|
|
Kaylen Fisher:
"You
know. Subtle, like."
|
|
Lucky:
"They'd
probably also not like it if certain nobles were doing things to
their military. Not that we have to mention that, unless Itzen
thinks it'd be smart."
|
|
Io:
"I
agree that we should probably warn them of the more concerning
things we've discovered since, at the very least."
|
|
Io:
"They
might appreciate a clue as to the apparent insanity of your Emir,
for instance."
|
|
Lucky:
"If
my memory is working correctly, Samir in particular would be
pretty averse to people being forced to stay and die instead of
escaping with their lives."
|
|
Io:
"Yes.
Well, Itzen is the client, as you mentioned, so whether she
believes they can be trusted with that information is a question I
shall leave to her. If she does not want to pass on that
information yet, I can send them a message concerning it when
we've finished here. I believe that they should be told, however."'
|
|
Itzen shakes her head, murmering a "By
Her Grace" under her breath, "I had not known you lot personally
know those in charge here. If they can be trusted by all means
enlist their help!"
|
|
Itzen:
"if
they are
sane
they wouldn't chance half the city burning
down for possibly ever."
|
|
Itzen:
"One
should never ask for let alone
plan
on the Greater Gift,
but one should not be unthankful for it..." she pauses, "... Luck,
I mean."
|
|
Lucky:
"Sorry
for that, honestly. It's been a while and with everything else, it
didn't even occur to me."
|
|
Escrish:
"I
have nothing at all against it. Just gotta remember that they're a
long way from being absolute rulers here. I'm sure they don't want
that sort of thing happening either, but exactly how much they can
do is another thing. If they just came down to the Barrow labs one
day and told everyone that the Orb was being handed over to
someone, the other power groups would pitch a fit, and there'd be
people coming for them before the next cycle even started. So
yeah, this is beautiful. But it's also not going to fix it on its
own." He nods. "Right you are. This is a powerful gift, but one
that'll be wasted if it's relied upon too heavily."
|
|
Lucky:
"We
fought together when our skyship was attacked and we were marooned
on this hellscape of an island, and together we freed Io and some
others. I think they can be trusted. Even if they can only help a
little, that's not zero."
|
|
Itzen:
"Their
aid, not as a solution. But if we ourselves come down on the
prision perhaps they can help follow it up."
|
|
Itzen:
"Perhaps
they would be up to... losing their key as a reason to be more
forgiving for those who are about to have a rather bad screwup
themselves and be magmanous about it."
|
|
Itzen:
"It
is often good politics to allow people to save some grace with
failures."
|
|
Escrish:
"This
was an option I didn't realize existed until today. If you're
going to meet them, you should probably do it before breaking
people out. Things might start to move at that point..." He laughs
at Itzen's suggestion. "So long as you make sure to humiliate a
bunch of their rivals at the same time, they might go for it."
|
|
Itzen:
"You
lost the prisioners and the key, but everyone messes up, plus
these people were skilled enough to take mine"
|
|
Itzen nods, "With the right
inflections, everyone will know it's being given as an out for the
much more public screwup, plus makes the key loss seem light."
|
|
Escrish:
"Yeah,
makes sense. Just don't give anyone an excuse to act like the
brothers are easy targets now. Fuck up some of the other ones so
that people understand that none of them could have stopped you
alone."
|
|
Escrish:
"You'll
need at least two others anyway."
|
|
Itzen nods, "LIkely the prision one
would be a good target if possible, I also would perhaps like the
one those doing the experements that caused this mess to start to
feel our wrath."
|
|
Escrish:
"Right.
Well, like I said, I know Haarken, Tynaron, Nosnra, and the
Commanders Samir and Dinesh have them. Eh, that'll be ONE key
between the brothers, just to be clear. They'll probably know who
else has them, as well."
|
|
Escrish:
"Smuggling
maps out of Coalstone is a tough ask, so instead I'll draw you
one. It won't be perfect, but it should be functional. It'll at
least show you where everyone is being kept, and on what shifts.
No matter what you do, some of them will be in their cells, and
some will be in the mines, so you'll just have to pick a time that
you think is most convenient." He continues scribbling; it's not a
great work of art, but it does at least show the relevant
locations in the prison, including the locations of a few elite
guards, static emplacements, and Nosnra's own offices.
|
|
Itzen:
"Is
there any prisioners we should
not
let out if it comes to
it that we should be aware of?"
|
|
Escrish:
"A
lot of the guards inside are like the ones in the city, but there
are others, too. A few squads of these extra-mean bugbears with
whips, who are no damn joke. Trained ogres. Sentinel Cannons
mounted on the walls that can fire inside the compound. And you'll
see a few of these other things wandering around too... we call
'em "Big Rats," but they aren't rats. They're a kind of
probationary prisoner that's been hopped up on all kinds of gross
drugs. Swells them up to ogre sized themselves, and makes them
twice as vicious. I've seen them chokeslam prisoners so hard their
skulls splattered all over the ground." He looks up at Itzen's
question. "Erm.... well, they're a mixed bag, when it comes to who
deserves it and who doesn't. I'm not going to micromanage your
escape, but I'd advise you to avoid letting out this boy called
"Chrysoberyl." I have no idea why he's there, only that he looks
about seventeen and has been there since before I started working,
never looking different. He'll try to convince you that he'll be
helpful, but my spine chills every time I get near him. I've
worked around a lot of people who would cut you open for two
copper and not hesitate. This kid, or whatever he is... it
wouldn't even take two."
|
|
Itzen nods at that, "That sort of
thing, ya."
|
Riot:
(( back in like 5 ))
|
Escrish:
kk
|
|
Itzen nods, "Well, in all honesty, if
you can, keep it up with this drinking thing for a bit longer, if
those in charge assume it's mere dereliction of duty, that might
buy a bit of extra leeway. I supopse we should go about getting
ahold of the brothers then."
|
|
Escrish:
"Right.
I can probably manage that. It's a good place... honestly,
probably the thing I'm going to most miss leaving behind. Oh! Fuck
me, you would have genuinely strangled me if I hadn't mentioned.
It slips my own mind too, sometimes, since I have to work for her,
but Warden Nosnra is a hill giant. She uses a crossbow that is
literally just a ballista, and she's a lot smarter than she looks.
So just look for the tallest person around, but be mindful that
she has a serious haymaker if she sees you coming."
|
Riot:
(( back ))
|
Pell:
"Oh.
Fun."
|
|
Eileen:
"Indeed."
|
|
Itzen:
"Makes
it more open to manuver in at least, perhaps my bird can join."
|
|
Escrish:
"Yeah,
sorry about that. Regardless, though, almost everything in there
is pretty physical, so you probably don't have to worry about
tricky magic, but just be careful of the heavy hitters, okay?" He
nods at itzen. "The upper level of the compex is open enough that
you can land.... a mount of some kind? ... just about anywhere.
Inside the mines, it'll depend on how claustrophobic your bird is.
You'll want to have them be careful of the sentinel cannons,
though. A flyer caught in the open against those things can get a
lot of holes put in them very fast."
|
|
Escrish:
"But
you can mitigate the cannons a lot by taking out that watchpost,
too, so it's all up to you. If I had a surefire way in, you
wouldn't be able to trust me, because it would be an obvious trap."
|
|
Escrish:
"Need
anything else? If not, I'll go and start nursing a few more
drinks. Get Deket to give me water for half of 'em so that I don't
get too drunk too quickly..." He mutters as he gets up, preparing
to go back to the barroom.
|
=^v^=:
(( I got nothin else ))
Riot:
(( me either ))
vonel:
(( nothing here ))
|
Escrish:
(Ok,
I need to locate Samir and Dinesh tokens since we're going there
next, I forgot where they went. >. )
|
|
Escrish:
(And
found. Yay!)
|
|
Io:
"So.
Our next task is to locate my other rescuers, and gain an audience
with them. In fact, since we're already acquainted with them,
using a message ritual might be a good option, since we won't have
to expose ourselve for it."
|
|
Eileen:
"Sounds
like a good idea."
|
|
Lucky:
"Yep."
|
|
Kaylen Fisher:
"I've
got the facilitator version of that ritual. You or Io want to be
the one to talk with them? They'll probably respond to you better
than to some rando like me contacting them."
|
|
Kaylen Fisher:
"It's
just like a normal message, except you send it through me, instead
of me sending it directly. Useful when upper ranked researchers
want to ask quick questions but not let their underlings know
what's being asked." She rolls her eyes.
|
|
Lucky:
"Either
way is fine. Then again, I'm just the girl with swords, they're
the creator of dragons."
|
|
Itzen almost loudly raises an eyebrow
at that but lets it pass
|
|
Io:
"I'm
just the creator of dragons; she's the girl with swords. See? I
can make myself sound like less than I am as well. But I will
happily send the message." They hop over to Kaylen, who places her
hand on their snout. A few minutes pass, then Io shakes
themselves. "They will meet us in ten hours, at the Pankra Pits.
They'll be coming alone."
|
|
Lucky rolls her eyes at Io, but smiles
in return.
|
|
Ra'ven:
"Well,
together right?"
|
|
Io:
"Yes.
Alone as in a single unit. I find it difficult to conceive of
those two otherwise, regardless."
|
|
Lucky:
"Attached
at the hip is a pretty good descriptor, yeah."
|
|
Io:
(And
now it is both 9pm and a decent spot to leave off. PROBABLY
McAllister doesn't want to stop by and reprise his characters for
a session, but he's certainly welcome to.)
|
Riot:
(( would be cool but I doubt it. We
can hope, though ))
|
Io:
(I'll
mention it to him, at least, but we'll pick it up again there next
week, if that's all good.)
|
|
Ra'ven:
I
will at some poit write more blurb about itzen scripture but this
last week ahs been really stressfull
|
|
Lucky:
Sounds
good
|
|
Io:
Sympathy
|
|
|
Riot:
Hope
the next one is better
|
|
Io:
+1
|
|
Ra'ven:
maybe
|
|
Ra'ven:
I
probably am getting a less old car for potentioally free tomorow
|
|
Io:
Agreed.
|
|
Ra'ven:
it's
been kinda a thing today about being unclearly jerked around about
such an occurance
|
|
Ra'ven:
and
to be honest I'd rather my older car still work, since the newer
car has been taken care of much nicer then I want to take care of
a car
|
|
|
Riot:
Fair.
I gotta take the dog out so I'll be on discord. Gnight y'all!
|
Riot is disconnected.
vonel is disconnected.
vonel has connected.
=^v^= is disconnected.
vonel is disconnected.