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MISCELANIOUS

CRYSTAL CURRENCY
CRYSTAL TYPES = CLEAR, RED, GREEN, BLUE, BLACK
WHOLE CRYSTAL SIZES = SMALL, MEDIUM, LARGE
SHARD SIZES = SMALL, MEDIUM, LARGE
SHARDS PER CRYSTAL = 10

CRYSTAL SIZE + TYPE G.P. EQUIVALENT VALUE SPELL CRYSTAL VALUE
small clear 30 300
medium clear 50 500
large clear 100 1,000

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small red 250 2,500
medium red 500 5,000
large red 1,000 10,000

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small green 2,500 25,000
medium green 5,000 50,000
large green 10,000 100,000

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small blue 250,000 2,500,000
medium blue 500,000 5,000,000
large blue 1,000,000 10,000,000

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small black 2,500,000 25,000,000
medium black 5,000,000 50,000,000
large black 10,000,000 100,000,000

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each shard size is worth 1/10 the value of a crystal of the same type and size (i.e. medium red shard is worth 50 g.p. equivilency.)

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spell crystal are exceptionally rare, and only about 10% of all shards and crystals found are spell crystals. Spell crystals are capable of storing magical energy from spells cast by magic using beings. Each crystal or shard can only hold a certain amount before they become full. Once a spell crystal is full, it can absorb no more magical energy. Any attempts to force more into the crystal have a 10% cumulative chance per level of spell(s) being forced into it of exploding due to an overload of energy. such explosions of energy are extremely lethal and are treated as a flashfire spell for purposes of damage. The damage done is equal to 1D6 per spell point in the crystal. Spell crystal shards are capable of only storing one tenth the amount of a whole spell crystal, but suffer the same drawbacks from overloads. A spell crystal can also be broken while filled or empty if it takes an excessive amount of damage. If there is any magical energy in it at the time it is broken, it causes an explosion as stated above. This same effect also applies to shards as well, but shards can only take one tenth the amount of damage that a whole crystal can take before breaking.

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CRYSTAL TYPE SPELL HIT AND SIZE POINTS POINTS small clear 30 20
medium clear 40 30
large clear 50 40

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small red 70 60
medium red 80 70
large red 90 80

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small green 120 115
medium green 135 150
large green 150 165

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small blue 200 250
medium blue 250 300
large blue 300 350

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small black 500 700
medium black 750 950
large black 1,000 1,250

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It should also be noted that certain types of spells such as crystal brittle and shatter can severely weaken and even destroy a crystal, or a shard. normal crystals and shards are automaticly affected to the full extent. Spell crystals and spell crystal shards are entitled to a saving throw. The saving throw of these crystals is DC 10 + caster's level + spell level. The damage taken from a spell is figured normally and applied to the crystal, but not the wielder of the crystal. A successfull save means that the spell crystal takes no damage at all. Should the damage done be more than the spell crystal's hit points, it explodes as stated above.

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CRYSTAL TYPE WEIGHT SHARD AND SIZE WEIGHT
small clear 5cn 0.5cn
medium clear 8cn 0.8cn
large clear 11cn 1.1cn

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small red 9cn 0.9cn
medium red 13cn 1.3cn
large red 17cn 1.7cn

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small green 12cn 1.2cn
medium green 20cn 2.0cn
large green 28cn 2.8cn

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small blue 19cn 1.9cn
medium blue 30cn 3.0cn
large blue 41cn 4.1cn

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small black 39cn 3.9cn
medium black 54cn 5.4cn
large black 69cn 6.9cn

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When a mage or other spell caster wishes to draw magic from a spell crystal or shard of one, they must be in physical contact with it at the time. They must then concentrate on useing the magical energy in the crystal or shard to help in casting the spell. When this is done, the casting time of the spell is halved. The crystal or shard is then drained of a number of spell points equal to the level of the spell cast. Spell points can be added to the spell crystal or shard by the caster holding the crystal or shard and willing the magic of the spell they are casting to enter the crystal or shard instead. The amount of spell points put into the crystal or shard is equal to the level of the spell. The time taken to put spell points into a spell crystal is equal to double the normal casting time of the spell being used.

THUNDERWARIOR EPIC LEVEL PRESTIGE CLASS
Thunderwariors are a sub-class of fighter that value strength, inteligence and dexterity as the 
basics of combat.  To qualify for this prestige class you must have the following ability scores, 
skills, feats, and alignment

STRENGTH:21 INTELIGENCE:19  DEXTERITY:20  CONSTITUTION:20  CHARISMA:17  WISDOM:17
ALIGNMENT: any lawful
SKILLS:climb:12    craft:9   handle animal:9    jump:10    swim:9    tumble:12   use rope:6
move silently:4

FEATS:blind fight, endurance, combat reflexes, iron will, ambidexterity, two weapon fighting

LEVEL     HIT DICE     BASE ATTACK BONUS     FORT SAVE    REF SAVE     WILL SAVE   
   1        1D4              +2                +2           +1             0
   2        1D4              +3                +2           +1             +1
   3        1D4              +4                +2           +1             +1
   4        1D4              +5                +2           +2             +1
   5        1D6              +6                +3           +2             +1
   6        1D6              +7                +3           +2             +2
   7        1D6              +8                +3           +3             +2
   8        1D6              +9                +3           +3             +2
   9        1D8              +10               +4           +3             +2
   10       1D8              +11/+2            +4           +4             +3
   11       1D8              +13/+4            +4           +4             +3
   12       1D8              +13/+6            +5           +4             +3
   13       1D10             +13/+8/+3         +5           +5             +4
   14       1D10             +13/+10/+5        +5           +5             +4
   15       1D10             +14/+11/+6/+2     +6           +5             +4
   16       1D10             +14/+11/+6/+2     +6           +6             +5
   17       1D12             +15/+11/+6/+3     +6           +6             +5
   18       1D12             +15/+12/+7/+3     +7           +6             +5
   19       1D12             +15/+13/+8/+4     +7           +6             +6
   20       1D12             +16/+14/+9/+5/+2  +7           +7             +6
SPECIAL ABILITIES 

LEVEL           ABILITY
   1            +5 movement
   2            fall 10 feet
   3            stunning blow
   4            fall 20 feet
   5            bonus feat  +1 AC
   6            +10 movement
   7            whirlwind kick
   8            fall 30 feet, tornado punch
   9            detect illusion
  10            +15 movement, bonus feat
  11            concusion wave, +2 AC
  12            thunderclap, fall 40 feet
  13            +20 movement, spell resistance
  14            bonus feat, +3 AC
  15            fall 55 feet, whirlwind strike
  16            poison immunity, critical strike
  17            regeneration, fall 70 feet, +4 AC
  18            bonus feat, +30 movement
  19            immune to electricity, fall any distance
  20            storm walk, immune to cold, bonus feat, +5 AC


first level, a thunderwarrior's movement rate increases by five feet.

second level they can fall 10 feet and take no damage provided they are within 5 feet 
of a wall or similar surface to slow their descent.

third level the stunning blow attack is gained.  this can only be done once per round.  
the oponent that is hit must make a fortitude check or be stunned for 1 round and unable 
to act.  The DC is equal to the thuderwarriors level.  a successful save means the attack 
had no effect.

fourth level the distance a thuderwarrior can fall increases to 20 feet and the warrior 
must be within five feet of a surface

fifth level the thunderwarrior gains a +1 bonus to their AC and a bonus feat from the 
list below

sixth level their movement rate increases to ten feet higher than the origional 
movement rate.  A human thunderwarrior would thus have a movement rate of 40 feet per 
round now.

seventh level a thunderwarrior gains a whirlwind kick attack that does 2D4+strength 
bonus points damage to any oponent hit as well as stunning them for a round.  if the hit 
is successful then another attack roll is made for another hit by the warrior at a -1 and 
so on untill the warrior misses or has struck the oponent four times.  on a critical hit, 
the oponent takes tripple damage from the attack.  This attack is made in place of a 
normal attack.  if the thunderwarrior misses the first attack they suffer a -1 on their 
next initiative roll.

8th level the warrior can fall 30 feet as well as gaining the tornado punch attack.  
This attack does 2 points damage per level of the warrior.  the attack creates a vortex of 
cuncusive force that travels in a straight line from the warior at a speed of 120 feet per 
round.  this also knocks an oponent back by ten feet and stuns them for 1-2 rounds.  
If the attack misses, the vortex fades to nothing at the end of 120 feet distance from the 
warrior.  this attack is done in place of a normal series of melee attacks by the warrior 
that round.

9th level the the warrior can detect illusions.  this percentage chance is equal to 10 
plus the warrior's level.

10th level a warrior gains an additional five feet of movement rate and a bonus feat 
as well from the list below

11th level the warrior gains the ability to create a solid moving wave of concussive 
force that does 2D10+the warrior's level damage to an oponent.  this attack also stuns 
the oponent for 1D3 rounds as well as knocking them back up to 15 feet.  the force wave 
disipates at around 200 feet and travels that distance in only a single round.  in 
addition, the AC of the warrior is now up to a +2 bonus.

12th level the thuderwarrior gains their most famous and well known attack, 
the thunderclap.  the warrior must have both hands empty of any items to perform this 
attack as well as having full freedom of movement with both arms.  the thunderwarrior 
stretches the arms straight out to each side and swings them in to form a clap that 
deafens all but the thunderwarrior.  anyone unfortunate enough to be caught in front of 
the warrior when this attack is used takes 12D10 damage and must make a fortitude 
check to avoid permanent deafness.  on a critical hit, the damage is doubled and the 
target must make a fortitude check equal to twice the thunderwarriors level or be killed 
by the attack.  in addition, the thunderwarrior can now fall 40 feet safely as long as 
they are within seven feet of a surface.

13th level their movement rate is now 20 feet faster than their original base movement 
rate. thus a human with a base of 30 would now be able to move at 50.  in addition to this, 
the thunderwarrior now gains a spell resistance equal to their current level.

14th level the thuderwarrior gains a bonus feat from the list below as well as gaining an 
additional point of Ac bonus for a total of +3.

15th level the warrior can fall 55 feet safely as stated above.  they also can make a 
whirlwind attack with their whirwind staff.  This attack is made in place of a normal 
attack round.  The warrior hits an oponent multiple times in rapid succesion with the 
blades of the staff in a whirlwind motion of attack around the victim doing up to five 
times normal damage.  the warrior rolls five to hit rolls and adds an extra +2 cumulative 
to hit and damage bonus for each successfull attack beyond the first up to to the fifth 
attack.  if any of the attacks are critical, then the total damage for that attack is 
trippled and also forces the oponent to make a reflex roll with a DC of 20 plus the 
thunderwarriors level to avoid becoming decapitated.  A fumble on any of the rolls ends 
the attack and negates all further rolls and damage after the fumble as well as leaving 
the thunderwarior off balance.  this thus gives a -4 to AC and a -4 on their next 
initiative roll.

16th level the thunderwarrior gains an immunity to poisons of all kinds.  they also gain 
an unarmed critical strike ability.  to use this ability, the player of the thunderwarrior 
lets the DM know that a critical strike is being attempted.  if the attack is successfull, 
the oponent takes double normal damage and is stunned for 1 round.  However, the attack 
roll is made with a -4 penalty due to the difficulty of the attack.  if the attack roll is 
a critical hit (19-20), then the damage the oponent takes is quadrupled and automaticly 
stuns the oponent for 2-6 rounds.  if the attack misses or is a fumble, the thunderwarrior 
is off balance as stated above and takes the same penalties as stated above.

17th level the thunderwarrior gains regeneration at a rate of 1-5 hit points per turn.  
They also gain another plus one their AC thus bringing it up to a total of +4.  The 
thunderwarrior can now fall 70 feet safely as stated above.

18th level the thunderwarrior gains an addtional bonus feat from those listed below 
as well as a speed increase to a new total of +30.  thus if they started the prestige 
class with a speed of 30, their speed is now 60.

19th level the thunderwarrior is now also immune to electricity and can fall any distance 
safely as stated above except that they now no longer have to be within reach of any 
surface.

20th level the thunderwarrior is no longer considdered human and is now treated as an 
outsider being.  The thunder warrior gains a bonus feat from the list below, an immunity 
to cold, Another +1 bonus to AC (thus making the total +5), and they gain the ability of 
stormwalk.  when a thunderwarrior uses this ability they can walk the thunderstorm and 
come out at another point in the same storm, or any other thunderstorm on the same planet 
in one round.  this can only be done once per day.

BONUS FEATS
exotic weapon proficiency, cleave, great cleave, alertness, weapon finesse, weapon focus, 
improved critical, lightning reflexes, dodge, improved initiative, mobility

TALES FROM THE DEPTHS OF LIMBO

DARK THOUGHTS OF PAIN AND SUFFERING

GAMES PLAYED IN LIMBO

FONTS USED IN LIMBO