Violet laughed at Dani's idea of him drugging her. "ohohohoh! You needn't worry about me spiking the drink. I find I'm quiet enough of a drug for most!" He boast as he took a drink of the wine, proofing it wasn't spiked. "Ohhh...Come on, Live a little!" He said as he offered a filled glass to her
Red Mage watched silently from across the street, the fire trucks had gathered and had already begun to douse his flames. Most of the heroes had also gathered around the burning building, and Red Mage tipped his hat, and left, acknowledging his defeat on this front.
In an instant, the orange flames ceased to exist, as if snuffed out by some massive winds. The firefighters rushed in, desperate to search for any survivors in the burnt, but structurally safe building.
Debora caught a glimpse of his crimson cloak as he vanished into the crowd.
---
Debora watched the fires recede, leaving the paint on the building charred, but the structure itself intact. "The mage in red is still a softy after all," she mused. The Blue Magician turned to the group and clapped her hands, "It would be best if we woke up Darren and brought him to the rest of the writers in the Americas. I do believe Red Mage is done here."
After the student kneed him in the nads and ran, Doom hobbled over to the others.
[color=004E00][sub]Ahhhhh...Dooms Hidden Missile....[/sub]So now what? We found the Darren guy, what do we do now?"[/color] He asked as Tomoya laid the Writer down on the ground.
He soon awoke dazed and confused.
"uuuhhhhh....Wha-what happened?..."
"For the last time, no. I'd rather shoot myself." Dani said annoyed. She leaned against the wall and waited.
Moonbase.
Daniel awoke about an hour later with a groan. He felt different, much different. He sat up in the chair and looked around. Rip approached him from a corner of the room. "The procedure went well, your body survived the vampirazation, the magic is now flowing through your body and we have finished the dimensional stabilizers. There are enough to protect japan and our moonbase. but thats it. we didn't want to kill you." She said.
Daniel Nodded. "Good. But why am i not hungry? I know vampires must feed." The boy asked, flexing his new strength, trying to loosen himself up.
"We already fed you so you do not need to now. In a long number of hours, you'll need to feed again." She said.
Daniel nodded and got up. "Thank you for the help. But i must be going now." He said.
Rip shook her head. "We still aren't done yet. you are a witch now, we need to get you setup with gear that help accommodate the magical power. In the meantime, we'll send through the stabilizers to prevent japan from disappearing." the witch said and went with daniel to another section of the base.
Back with Dani and Violet.
A soldier came through on an atv with a large spherical device strapped to the back of it. "I'm under orders from Kaiser Rip to set up this stabilizer." He said just generally looking at the two while the portal behind him closed up. various spots around japan.
More men on atv's had ridden through portals everywhere, with similar sphere devices as well. The set them up and soon a very low hum, only just noticeable. They emitted a special resonance that kept japan safe from being torn apart by the fusion of the worlds.
[hr]
Hataki blushed. "Japanese if you don't mind. And i wish the human disguise also extended to clothing. It would make it so much easier for us. But lets get me something new." She said as they walked into the store. not too long after, she had found the perfect dress. It was black, left her back exposed and covered her breasts enough so they wouldn't pop out if she jumped. The legnth of it was enough so that it hugged her hips perfectly, yet gave her enough movement to run.
"Well, you ran away from us when we were trying to save you. you were pale and in shock and scared of us. You tried to run away from me, blocking the other path out of the building. So I had to knock you out for a while and here we are...also you can blame my writer for that." Tomoya smirked as he kneeled down to Darren's level.
Debora opened her tome and let the pages flip themselves to an empty space. "Well," she said slyly in response to Puce, "the book is a direct access to all the scripts of all the world. My writer can impart his works directly into this books."
As if on cue, the book lit up blue, and letters began to seep into the white pages.
"
Belfast International Airport
Red Mage tucked his hat away and brushed his long white hair into a fitting braid, letting it hang off his right shoulder. The mage in red replaced his hat and walked through the gate. The security merely ignored him, his magics had made him unusually uninteresting, so much so that he had gained night invisibility.
He leaned against a window as he waited for his flight to start boarding. First to New York, and then to discover the locations of the American writers. Slay them, or push them to Australia. Never the less, he would be sweeping the country fromt he Eastern border to the Western sea.
"
Debora finsihed ad closed the tome, shrugging. "Yeah, I have no idea where he's really going. I guess we should go to the guy on the eastmost of the country."
AA Japan
Kazuya watched as Rip's Men set up the Stabilizers across the City. "All Units, I'm seeing dozens of men teleporting into the City, Mind telling me why?" He asked over the radio.
G-Corp, Floor 69
Violet got the message. "It's alright, boss. It's just a few of Daniel's friends. Their setting up some stuff to help with the Chaotic Teleports.......Hello?.....Huh, hung up..." He said as he heard Kazuya disconnect upon hearing his voice. "Look Dani, We're stuck here until my Com-bots can build the Portal and we get a lead on the Realm the Mage is Vacationing in. Lighten up..." He said as he took another swig of his wine.
A.I.M.
Krasuer couldn't help but smirk as he watched the Villains nurse their wounds and 3 men literially pulled the Staff out of Bruisers ass when suddenly.
"Can't stay away from me....Can you Krauser?..." Rugal said as he appeared behind the Earl.
"WELCOME! To my new Cartel....You really shouldn't have come here..." He threatened as he pulled out a pair of gloves should he need to fight Krauser.
Sligo IRL
"Whoa, whoa whoa whoa..........This is.........Wow...............Uhhhh....." Darren stammered as the characters he spent most of his time toying with for the past year surrounded him
[color=004E00]"Come on, Lets get moving to the next guy then..."[/color] Doom said before he walked over to the side of the road and tried to hitch-hike.
"I didn't come here to fight you Herr Rugal." Krauser said, respectfully adding Herr.
"There is something happening in London, some kind of magical distrubance that is shaking the whole world, and possible more worlds than just ours. The simple fact is that you have more raw magic power than anyone I have ever fought. I don't expect you to join me because I ask, I know you don't like me. But for both our sakes and futures, we need to stop this Red Mage."
Carter was wondering if the fact that the AA world was acting upon his meant that when he controlled Krauser, he was controlling a real person.
Darren hadn't been on skype for a while. Carter wasn't sure if that meant the mage had killed him. HE had to get some insurance somehow. then he got an idea.
AA Thread, On the escapist
Anyone who believes that the Red Mage is really after us, I need help. I'm in Tennessee, in America and I don't know if he is coming for me or not. Help!
Rugal merely chuckled off Krausers offer.
"Raw....Magical....Power...." He said to himself, recalling the power that Bionic Eye gave him.
It increased the amount of Ki that was produced from his body.
That added with Tomoya's Vast Arch Angel power gave him near godhood.
"....I will have to decline....I know these people....Very well....And I know their power. And I know Red Mage, We've fought before. I can assure you, despite how bad things may seem, I find it unlikely that a lone mage can do with a God Couldn't...." He explained, briefly remembering his massive defeat at the hands of the Heroes and Dillon.
"Once again, I refuse to ally with you, I have my own ongoing plans. Now my men will escort you out. Make any attempt to resist, I'll make you the first of my new statue collection..." He threatened as two nervous looking AIM Soldiers shakely pointed their Guns at the Earl, praying he wouldn't attack.
Over Rugal's shoulder, Krauser could make out a large map on one of the walls, It was for a island, Isla Nublar
Tomoya was on the plane, It seemed that everyone was teleported onto it somehow. Tomoya sat down on the comfy first class seat, "I hope this will be all over with no death". Yawning, Tomoya then decided to sleep until he got to the destination of America with everyone else. The only thing Tomoya couldn't think about is the person that dwells within his soul was truly safe from harm of the Red mage?
Tomoya's soul - Main chamber.
As Shaun was posting the newest post about Tomoya getting on the plane he has a revelation which was more like a real life nightmare to himself. "Wait...if I separated part of myself to go to the AA to combine with Tomoya...that means...Oh God!" Shaun realized the grave mistake of the transfer. If they were in the real world, that means himself is in danger too. "Fuck, SHIT!" He swore to himself. Grabbing the katana and dagger that was next to the computer and the mask that was on the mattress, Shaun began to trace a rune in the middle of the main chamber to send him to the real world...to protect himself and combine with him once more.
Western Australia - Perth, Shaun's room.
I had finished typing the post about myself and realized that I was in danger too. "Fuck, this arch it too OP! Jesus...sorry." I spoke out-loud and suddenly apologized to the God I believed in."Well...good thing I have an AA counter part I sent in there. Hopefully he can get to me in time. Then I can combine with him once more... Ahhh! How can we be safe! Diablo is not as safe as he think he is! Better make a plan just in case." I said and tried to smile but returned to a frown shortly. Grabbing the same katana, dagger and mask as my AA counter-part. I quickly grabbed my own wallet and everything that I needed so I may leave quickly.
(Writer's note: I am going to mind fuck this arch so hard...oh yeah. There are now two versions of myself now! ^_^)
[HEADING=3]Soon the entire group was on the Plane being piloted by Lucifer[/HEADING]
Doom stood there with his thumb out, taking a moment to realize he was now in a plane.
[color=004E00]".....Next time, tell Doom when you are going to do that..."[/color] He said as he took a seat.
Darren meanwhile made a bee-line for the bathroom and dunked his head into a sink full of cold water.
"...Ok.....Recap....Viking and Bluerocker sent those messages.....Puce and Kurumu showed up....Burning, pain, sadness....Now I'm on a plane......"
Darren smashed his head against the wall before looking out from the restroom to find the group all there.
"....Nope this isn't a dream.....fuck..."
Dillon was anxious he had managed to get fairly close to Isla Nublar, he was pacing inside the chopper.he kept glancing at his new sword eventually he picked up Red Fear, it was an interesting blade, Dillon could tell there had been changes from the original design, the scabbard was the first sign, it was a simple wooden scabbard painted black however there was a thin layer of lacquer, as well the inside was lined with fur, leather and such this ha a few uses, one was even if the sword while in it's scabbard was turned upside down, it wouldn't fall out, it sealed out any water while the sword was sheathed, and he noticed it also oiled the blade when it was drawn. The fitting for the strap was a bit odd, there was a leather Baldric. a cord like belt, Dillon put it on it hanged from his right shoulder and was across his body so the scabbard hung at his left hip. A second belt this one he put around his waist, over the Baldric, this was necessary as without the belt, drawing the sword involved either having to grab the scabbard or it would come up with the sword and he'd have to awkwardly pull out the blade.
Dillon Drew the sword, the blade shared the design but was very different, the blade was made of steel, The Greeks never had steel the leaf balded design was not able to be replicated by the old smiths, this blade had been forged using more modern techniques, Dillon guessed, and this edge, the bright red edge, Dillon was a bit curious about it. the name Red Fear was familiar to him.
"Sir We'll be arriving soon." the pilot informed him
Dillon Nodded, he had his armor with him, he managed to get a set on his way, he put on the black chain mail, then his jeans and T-shirt to conceal most of it, he hadn't been able to get his jacket however, so bullets were a slight concern.
"Take me down, here, you got fuel to return?"
"Yeah, why do you ask?"
"Might want to get out of here, as fast as you can."
Dillon jumped down to the ground, 3 foot drop, the chopper took off again, nothing was wrong, yet.
Once Krasuer was dealt with, the Villains and the Remains of A.I.M.'s staff were briefed by Rugal, Several A.I.M. Brand VTOL's took off from the base towards their Target: Isle Nublar.
In the Leader Craft, Rugal checked his weapons in the ship's drop zone with the other Villains: A retractable Bow Staff, a Combat Knife, a Baton and a pair of Spiked Knuckles.
He glanced over at his new partners as they did the same.
Wesker, kitted in his old S.T.A.R.S. outfit, equiped a Hydra Shoutgun and his Samurai Edge, He was going to be in charge of the 150+ Men storming the place.
Bruiser was having his Bionic Arms reflexes checked by Cortex.
Once he was happy with his Metal Pecs, He quickly unfolded the Twin Cannons on his back that Viscus installed, They were working as well.
The robot Viscus ran a 3 second scan of his weapon systems, everything was in place and ready for action against anything Dillon could throw at him.
The Former Asian Dictator M. Bison merely dusted off his trademark hat. While the beat he received at Rugal's hands was petty bad, the treatment he received in AIM's medical wing was more then enough to give the Warlord his power back.
He wouldn't be taking over any countries and time soon, but it was enough for the job ahead.
Dr. Cortex was the least prepared out of the lot, going only for his Ray Gun, his Sheild and his Hoverboard, but it worked well in the past (Until Crash got to him).
Rugal stood up and said "Ok people, Remember you're marks and keep focus on the task ahead. This goes well, We'll all be as rich as I was. Viscus, Make it happen."
Code:
"Affirmative."
The machine said back as he instucted the Pilot to lead the charge.
The Island's Anti-Air system went off but a few streams of code from Viscus later, it was firing into the sea below the VTOL's.
That sound had to alert everyone on the island.
"Let the games begin...."
Teri blanched when she saw the most recent post on the Escapist regarding Red Mage's newer location, and began to type again, with a new letter appearing in front of the Pact Partners:
Caim and Angelus
Hey guys. Not trying to be really pushy, but RM has moved to the country I'm in. If you guys want to keep living like you do now, with memories intact, Cadolbolg still acting as your son, and no demon babies trying to eat you, then you two need to get here stat. He's a bit off from where I live, but close enough to get me worked up. I'm begging you! I need your help.
The duo looked at the letter, and waved over the other heroes,
"One of the writers has sent another note. Apparently, Red Mage is close by to where they live, or at least in close proximity. Do we follow the original plan, or are we changing course?"
Caim pulled out the PDA:
Code:
"Either way, this tugging thing that was mentioned before is getting really irritating. Whatever you lot do is fine, but we're going. I just don't want to go back to my homeworld.
Angelus?"
The dragon pulled out a familiar mask...
AA thread
Viking, Disasterchild
Guys, I hate to say this, but I think RM may be closest to me. I don't know how long it'll be before Caim and Angie get to me, but until then if either of you could warp me to some safe haven till then, The Pub, for example, or try to convince the heroes to come this way, that'd be great. Unlike you two, I don't really have any means to vacate the place, and I REALLY don't want to die at the moment. I've done what I can to keep them informed, but I'm afraid that if I take much more action, I'll be GModed by his Psychotic Kingdomness into death somehow. Please, I'm begging you guys... HELP!
Darren was confused with the message from Disasterchild.
"....What attack..." He said to himself, Then it hit him.
As he still had characters in AA, they must either A. Working off their own free will or B. Following plans he intended to use later on in the RP.
Either way, at the very least Rugal wasn't IRL, THAT would have been bad.
Doom meanwhile was looking over the shoudler of Caim, hoping that this time Teri wrote something he could use to claim ownership over the group, finding only blank paper.
[color=004E00]"awwwww! This Sucks! Why doesn't my Creator send me messages like some kind of godly prophet?!"[/color] He whined.
Darren merely looked away at that comment.
Appearance: 5'2", slightly messy light brown hair, dark blue eyes, toned build, lightly tanned skin.
Non-combat Equipment: Electric guitar that doesn't need an amp to produce music, messenger bag containing a cobalt blue laptop that always has a connection to the internet, weathered analog wristwatch.
Personality: Kind and polite, Devon's always willing to help out a friend in need. Her recent training as a bard has given him some of the tools to do so, and she strives to redeem herself for her hand in the destruction of Eberron.
Powers: Author Powers: Summon Ability: Equipment. This is limited to gear that would be found in Eberron or any place associated to Eberron and is limited to Devon's Character level.
Social skills: Note that she is superb at Diplomacy and great at Bluffing with a spell to boost her Bluff sky high. She is excellent at working through social situations and can defuse a good deal of fights even as they're going, possibly converting those fighting to her side.
Injury transfer: Devon can restore someone's health by taking on their injuries. Because of the risk, she's hesitant to do this unless the situation's dire.
Bard abilities: See the Bard abilities spoiler for more.
Wind control: Devon can control the winds around her. After the events of the Dark Tomoya arc, she has focused a bit more on increasing this control to do things like create minor barriers or making her attacks flow faster.
Information High: Every so often, Devon will get glimpses of important information. This does not mean that she'll always know what it means, however.
Weakness: -Sold 50 years of her afterlife to Lucifer for her initial training as a bard, showing poor judgement skills.
- Incredibly guilty about what happened to Eberron, so she's more easily intimidated by those from there.
- Overly trusting-Devon tends to keep a hope of people doing their best unless she's shown directly.
- Devon's spells require time to recharge much like Teri's do, and only one of them is geared to directly harm someone.
Devon was once a normal guy, if a bit lazy and messy. Even a bit blunt at times, although he meant the best for those around him. It all changed when he began writing in AA for something to do on his days off as he integrated an oldtime RP character Slindis into AA. It wouldn't have been a large issue in itself, but Red Mage linked the RP to real life and almost caused him to go into hiding.
Although he was able to move on after the arc finished, it came to a head later on when the other people of AA came over to another worksite he was at. For some unexplained reason, the tiling job consisting of 50+ people had lost everyone else besides him - after the arc where Slender captured him and did unmentionable things, he found that everything that had more than a cursory connection to him had vanished. A good deal of time passed without word from him, but some Google Fu led Devon to Teri's dorm, where he met Ton-Ton among other things.
As the attack by Rogue Angels started, though, Devon went through escapades that eventually led to near death, heading to Heaven to recover his injuries and prepare his body for actual fighting, then a Training From Hell where he met Ella. Shortly after, he met with the Rising Dawn's crew, where he and his imps have become a mainstay.
Wait... he isn't exactly the proper pronoun to use for Devon at this time. Thanks to machinations from Ageha, Devon's been finding out what it means to be on the wrong side of a curse. This one, in particular, robbed her of her gender. Unfortunately for her, the only way to be rid of it is to sign a contract of Ageha's choosing...
Ring one: Ring of the Silver Concord [http://ddowiki.com/page/File:Ring_of_the_Silver_Concord.png]
Ring Two: Phiarlan's Ring [http://ddowiki.com/page/Filehiarlan%27s_Ring.png] slotted with a Colorless Augment of Sense Motive +7
Cloak: Cloak of the Silver Concord [http://ddowiki.com/page/File:Item_Cloak_of_the_Silver_Concord.jpg]
Bracers: Cliffdiver Luck Charms [http://ddowiki.com/images/Cliffdiver_Luck_Charms.png], slotted with a colorless augment of Constitution +4.
Armor: Tarquin's Plate [http://s1226.photobucket.com/user/TajuhDDO/media/Untitled.jpg.html] - has a Glamer on it instead of the blueshine.
Necklace: Choker of the Silver Tongue [http://ddowiki.com/page/File:Choker_of_the_Silver_Tongue.png] Slotted with a Colorless Augment of concentration +7
Gloves: Cesti [http://ddowiki.com/page/File:Cesti.png]
Belt: Cursed Chord of Reprisals [http://ddowiki.com/page/File:Chord_of_Reprisals.png]. slotted with a blue augment of +4 resistance and a colorless augment of Balance +7
Weapon: +3 Screaming Shortshord of Rightneousness [http://s1226.photobucket.com/user/TajuhDDO/media/ScreenShot00058_zpsc5d2c007.jpg.html]
Devon has become a Bard
Devon is currently Level 12
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
Spells
A bard casts arcane spells, which are drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard?s spell is 10 + the spell level + the bard's Charisma modifier.
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice.
Bardic Knack
When making any skill check, you can use 1/2 your bard level (Rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.
Bardic Knack boost: 6
Bardic Music
Once per day per bard level, a bard can use her song or poetics to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify.
Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use her music or poetics to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to her. The bard must also be able to see the creature.
The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, she can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. Her check result is the DC for each affected creature's Will save against the effect. If a creature?s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level).
While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for 4 minutes before modifiers from enhancements. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.
At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use her music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as she or she continues to hear the bard's music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can?t inspire competence in herself.
Inspire Greatness (Su)
A Bard of 9 level or higher with 12 ranks in a Perform skill can use her poetics or song to inspire greatness in a group. The song gives a +2 competence bonus to attack rolls, a +1 competence bonus to Fortitude saves, and 20 temporary hit points to the group. Duration: 4 minutes before boosts.
Song of Freedom (Sp)
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character?s bard level). A bard can?t use song of freedom on herself.
As a level 12 human character, Devon currently has 6 feats.
[The first two are from Level 1 (initial feat and bonus from being a human), Level 3, level 6, level 9, and level 12]
Every three levels, 3, 6, 9, etc. Devon will learn a new feat.
Luck of Heroes
Your land is known for producing heroes. Through pluck, determination, and resilience, you survive when no one expects you to come through.
Benefit: You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
Improved Cohort [General]
Prerequisite: Leadership (PH) , CHA 15,
Benefit: The maximum level of the cohort you gain from the Leadership feat (see page 106 of the Dungeon Master's Guide) is the same as your character level.
Snowflake Wardance [General]
Prerequisites: Perform (dance) 6 ranks, Bardic music ability
Benefit: By expending a daily use of bardic music, you add your Charisma modifier to your attack and damage rolls with any slashing melee weapon you wield in one hand. This bonus to hit and damage stacks with any bonuses you get from a high Strength score. You cannot use this feat if you are carrying a shield, wearing heavy armor, or carrying a medium or heavy load. A snowflake wardance lasts for a number of rounds equal to your ranks in Perform (dance). Performing a snowflake wardance is physically tiresome ? when the snowflake wardance ends, you become fatigued for the next 10 minutes.
Leadership [General]
Prerequisite: Character level 6th.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.
Leadership Score: A character?s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character?s Leadership score, as detailed above.
Devon's leadership score is 19, so she has a Eleventh-level companion (Ella, controlled by Charity Case), one fifth level follower(Flagrun, an Imp), one fourth level follower, and 2 Third-level followers as shown from the chart here. [http://www.d20srd.org/srd/feats.htm#leadership]
Force of Personality [General]
You have cultivated an unshakable belief in your self-worth. Your sense of self and purpose are so strong that they bolster your willpower.
Prerequisite: Charisma at least 13
Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves
Versatile Performer [General]
You are skilled at many kinds of performances.
Prerequisite: Perform (any) 5 ranks
Benefit: Pick a number of Perform categories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases.
Bard Extra Song III: Three extra songs per rest.
Bard Inspired Attack II: The use of your Inspire Courage ability grants an additional +2 attack bonus.
Bard Inspired Bravery III: The use of your Inspire Courage ability grants an additional +3 bonus to fear saves.
Bard Inspired Damage II: The use of your Inspire Courage ability grants an additional +2 damage bonus.
Bard Lingering Song III: Your beneficial songs last 60% longer than normal.
Bard Song Magic II: Increases Spell Power by 40 when casting positive energy or sonic spell.
Bard Charisma I: Grants a +1 increase to Charisma score.
Bard Warchanter I: Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves.
Ironskin Chant: Grants DR 5/- [http://ddowiki.com/page/Damage_Reduction] to all nearby allies for 60 seconds plus 6 seconds per Caster level. Consumes one bardic music.
Bard Warchanter II: Passive Benefit: your further studies into war have granted you another +2 bonus to your Intimidate skill, for a total of +4. You have also grown more resilient, gaining +10 maximum hit points, gain medium armor proficiency (And the ability to cast arcane spells in medium armor without arcane spell failure.)
-Song of Heroism: Expend a use of Bardic Music to give the effects of the Greater Heroism spell to all nearby allies for 1 minute plus 6 seconds per Caster level. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.
Human Improved Recovery I: The benefit you receive from healing spells is increased by 10%.
Human Versatility I: Activate this ability to receive a +2 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
Improved Bluff II: Grants a +2 bonus to the Bluff skill.
Improved Diplomacy II: Grants a +2 bonus to Diplomacy skill.
Level 0
-Light [http://www.d20srd.org/srd/spells/light.htm]
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
-Prestidigitation [http://www.d20srd.org/srd/spells/prestidigitation.htm]
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
-Detect Magic [http://www.d20srd.org/srd/spells/detectMagic.htm]
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
-Mending [http://www.d20srd.org/srd/spells/mending.htm]
Transmutation
Level: Bard 0
Components: V, S
Casting Time: 1 round
Range: 10 feet
Target: One object of up to 1 lb.
Duration: Instant
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
-Mage Hand [http://www.d20srd.org/srd/spells/mageHand.htm]
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell?s range.
-Message [http://www.d20srd.org/srd/spells/message.htm]
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path?s entire length lies within the spell?s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
-Hideous Laughter [http://www.d20srd.org/srd/spells/hideousLaughter.htm]
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster?s receives a +4 bonus on its saving throw, because humor doesn't "translate" well.
-Grease [http://www.d20srd.org/srd/spells/grease.htm]
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can?t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.
-Improvisation [http://dndtools.eu/spells/spell-compendium--86/improvisation--3531/]
Transmutation
Level: Bard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You gain access to a floating ?pool? of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.
-Silent Image [http://www.d20srd.org/srd/spells/silentImage.htm]
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
-Tongues [http://www.imarvintpa.com/dndlive/spells.php?ID=3547]
Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Saving Throw: Will negates (harmless)
Duration: 10 min./level (D)
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
-Know Vulnerabilities [http://dndtools.eu/spells/magic-of-faerun--20/know-vulnerabilities--1639/]
Divination
Level: Bard 2, cleric 3, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You learn any special qualities, vulnerabilities, and resistances the target creature has. Vulnerabilities include anything that causes the creature more than the normal amount of damage (such as a creature with the cold subtype having vulnerability to fire or a crystalline creature?s susceptibility to the shatter spell). Resistances include any effects that reduce or negate damage the creature takes and immunities to particular attacks. The spell identifies resistances and vulnerabilities granted by spell effects.
-Sonorous Hum [http://dndtools.eu/spells/savage-species--47/sonorous-hum--3206/]
Evocation [Sonic]
Level: Bard 2, cleric 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You finish casting this spell, and the area around you is abuzz with a low, droning hum that improves your concentration.
After you cast this spell, the next spell you cast within the duration that requires concentration to maintain is maintained for you until the sonorous hum spell expires. This effect allows you to cast other spells, even another spell that also requires concentration. The sound created by the spell is as loud as a person in armor walking at a slow pace trying not to make noise (normally a DC 5 Listen check to detect). You can end the spell as a free action.
If you take damage, you must still make a Concentration check to maintain the spell.
-Glitterdust [http://www.d20srd.org/srd/spells/glitterdust.htm]
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
-Glibness [http://www.d20srd.org/srd/spells/glibness.htm]
Transmutation
Level: Brd 3
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn?t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
-Cure Serious Wounds [http://www.d20srd.org/srd/spells/cureSeriousWounds.htm]
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
-Blink [http://www.d20srd.org/srd/spells/blink.htm]
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You 'blink' back and forth between the Material Plane and the Ethereal Plane. You look as though you?re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance. If the attack is capable of striking ethereal creatures, the miss chance is only 20%.
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you?re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can?t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.
-Dimension Door [http://www.d20srd.org/srd/spells/dimensionDoor.htm]
Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
-Shout [http://www.d20srd.org/srd/spells/shout.htm]
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.
-Greater Invisibility [http://www.d20srd.org/srd/spells/invisibilityGreater.htm]
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).
[HEADING=3]If you have any questions, please ask! The system my characters were pulled from has a decent amount of documentation involved, so I can explain it fairly easily.[/HEADING]
We are now in a very mind screwing arch which involves out avatars going into the real world due to another avatar called Red Mage combining the AA (Avatar adventure world) world and the real world. Hopefully we won't be long. So you can join. But please join us in the group if ya want to join us.
And if you do join, welcome to the AA. Where sh*t happens, have fun!
Tomoya - Pilot's cabin.
Tomoya was quite shocked with the truth Lucifer gave him. Still half not believing the man due to him being the devil and all. "Still...that might be different in this world. You are not the devil and I am not the Archangel of Lightning here..." Tomoya said bluntly as he returned to his seat to think about the man's words.
Tomoya's soul - Main chamber.
As Shaun typed up the post about Tomoya up there it seemed he had found out the danger of everyone else too. "This is worrying..." Shaun said as he got up and quickly made way to the rune and faced his palm towards it. [color]"Ugh...what do I say...for some reason I gave me these powers..."[/color] Shaun pondered when all of the sudden words popped into his head. "Aperi hac sancta porta! Shaun yelled. The complex portal started to weakly glow as though it was charging. "Now time to wait..." Shaun said to himself as he laid back in the chair.
Real life - Australia, Shaun's room.
As I looked at the post I just wrote up a bead of sweat fell of my forehead. "Crap...I hope I can get here before that tranny mage." I said out loud as I look back at the small sling backpack that was in the corner of the room with my weapons and mask. "It's almost time... I said to myself as it turned to night.
the system went down and some of the VTOL's got through luckily the systems got back online quickly and got a few shots off, 70 men were shot down, Dillon saw the approaching onslaught
"Luna get inside sweety."
Luna went inside as The building went under lock-down
He pulled out a walkie-talkie, his Ipod was more secure but any use would also alert anyone who could scan for Quantum technology, this was unlikely as scanning for this actually required Quantum computers, Dillon knew there were only a few, and he had tabs on all of them.
"prepare for a siege, full lock-down and have the weapons on full security I don't want those guns being shorted out."
The techs sent in the necessary codes, now the guns would start up quickly after being shut down, it wasn't a perfect system but it worked in a situation like this.
Dillon decided he would have to resort to using a weapo n he had hoped npt to.
he sent out a signal, the weapon responded it began to search for the men, it was silent and would be difficult to find even if they did suspect it.
John F. Kennedy International Airport: September 30th, Anno Domini 2012
Red on concrete grey, a beautiful color. Swirling about the winds and staring out at the bay. The Mage in Red sat in waiting, his hands holding onto his iPhone. The writers had become much more savvy since his last attack, at least a few of them. It would be difficult to track them down, were it not for some strange compulsion for them to call to their works.
Red Mage tipped his hat as another jet came in for landing, bringing a massive gust of wind that billowed his crimson cloak toward the sea.
In Transit
Debora thumbed through some of the pages of her tome, reading quietly on the history of magics and theology from this reality. Theurgic magic seemed to be most dominant in scriptures dating two thousand years prior, but Venetian and Hermetic magic also had prominence in the days before that.
Never the less, each of the spells she read, whether from the Russian Pagan tablets or the Vatican's secret books, none of them worked.
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