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Frontier United Navigators: Chapter 2; Last Update: Shard of CR 16+
Topic Started: Sep 7 2015, 09:50 AM (1,072 Views)
CampaignArbiter
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Links to Resources


[FUN - Chapter 2 Major Patch]: LINK (PDF)
Update History

Sample Template for Character Sheet (Text)

Additional Links (Online Playing / DM-ing Tools)

Encounter Calculator

Pastebin, for uploading Texts such as Session Log

Old Archive


Edited by CampaignArbiter, Feb 29 2016, 01:22 AM.
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Available Items

From Player's Handbook
 
All Armors, Weapons, Adventuring Gears, Tools.

Mounts: Camel, Donkey/Mule, Riding Horse, Mastiff, Pony, Warhorse. Maintenance Cost per Season equals to the price of the mount.

All from table Tack, Harness, and Drawn Vehicles.

All from Trade Goods.

All from Food, Drink, and Lodging.


From Dungeon Master's Guide
 
All Poison


Disclaimer: Subject to changes.
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SHARDS
Disclaimer: Images used at this topic is not ours, and taken for personal use only, on a non-profit non-commercial use, to represent and to ease visualization. Images of Shards are courtesy of Diablo (Blizzards), taken from Diablo Wiki (www.diablowiki.net)



OVERRIDE
 
Information provided here overrides any conflicts from the PDF.


Types of Shards
Shards are categorized based on the types or color, and on the grade. Tables below shows the Type of the Shards, along where to extract them, and the related school for spells using them.

Format: Type of Shard (Extracted Monster Type - or Monster's Immunities/Resistance - and related to School of spell)

Void Shard (Undead Abberation - Acid Psychic - Abjuration Divination Necromancy)

Earth Shard (Plant Fey - Poison Charm - Abjuration Enchantment Illusion)

Fire Shard (Giant Fiend - Fire NonMagic - Conjuration Evocation Transmutation)

Wind Shard (Beast Elemental - Lightning Thunder - Enchantment Illusion Transmutation)

Water Shard (Monstrosity Celestial - Cold Necrotic - Conjuration Necromancy Divination)



EXTRACTING SHARDS
Extracting Shards can be done by making an Ability check. You need a blank Shard and certain Ranks at certain Skills to make the check. You can extract a lower Grade Shard (thus lowering the DC as well). You can only extract a recently slain monster after each combat encounter. You cannot extract slain monsters outside combat encounter you did not participated in. You cannot extract from Constructs or Summoned Monsters. Regardless of success, each monster can only be extracted once.

To extract, you need to be adjacent to a recently slain monster. You are considered helpless and automatically fail on any other checks (skills, initiative, saves) during the extraction. The extraction process took 1 minute. You must start the extraction in less than 1 minute after the monster is slain.

Skills Required to Extract - based on Creature Type
 
Arcana (Wisdom): Dragons, Elementals, Fiends, Oozes.
Nature (Charisma): Beasts, Fey, Giants, Monstrosity, Plants.
Religion (Intelligence): Aberrations, Celestials, Humanoids, Undeads.

DCs and Other Things
Monster's ChallengeMaximum GradeMinimum RankDC
1/4~1/2Grade ERank 1DC 15
1~3Grade DRank 2DC 18
4~6Grade CRank 2DC 21
7~9Grade BRank 3DC 24
10~12Grade ARank 3DC 27
13~15Grade SRank 4DC 30


SPECIAL
For creature with CR of 16 or more, they produces Essence that can be extracted into several Shards, by one person (only) in a single extraction process (using single die result), and if the result beat DC 32 the shards gain are as follow (chosen by the Extractor):
a. 2 (two) Grade S
b. 4 (four) Grade A
c. 6 (six) Grade B
d. 8 (eight) Grade C
e. 10 (ten) Grade D

The extractor must prepare 10 blank shards for the Extraction and lose all 10 Blank Shards after the process, but only need to make a single roll for that single extraction; upon success they received the Shards (or single shard following the table above, if they fail to beat DC 32).


Edited by CampaignArbiter, Mar 1 2016, 04:03 PM.
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EXPENSIVE SPELL COMPONENTS

Can choose between:
a. Using the listed required component (can be normally bought at shops)
b. Using Shards (one or more)

Metagame
 
Expensive Spell Components
(Patch for Chapter 2)

Expensive Spell Component (with the gp written) can use the enlisted component, or a Shard.

Shard to be used should be related to the School of the Spell, as follows:
Earth: Abjuration, Enchantment, Illusion
Fire: Conjuration, Evocation, Transmutation
Void: Abjuration, Divination, Necromancy
Water: Conjuration, Necromancy, Divination
Wind: Enchantment, Illusion, Transmutation
Note: this is exactly similar to Wizard's Spellbook or Spell Scroll crafting

Abjuration: Earth | Void
Conjuration: Fire | Water
Divination: Void | Water
Enchantment: Earth | Wind
Evocation: Fire
Illusion: Earth | Wind
Necromancy: Void | Water
Transmutation: Fire | Wind

The Grade of the Shard also determines the Value (in GP):
Grade E: up to 100gp
Grade D: up to 500gp
Grade C: up to 1,000gp
Grade B: up to 5,000gp
Grade A: up to 10,000gp
Grade S: up to 25,000gp


Below is the spell influenced:
Metagame
 
Spells with Expensive Materials
Disclaimer: This is just a quick and simple guide; please refer to the original text of the spells for details. Some components are consumed during the cast, while some others are not.

---------------------------------------------------
Level 1 Spells
---------------------------------------------------
Chromatic Orb [Evocation] (V,S,M; 50gp Fire) (Sorcerer, Wizard)
Find Familiar [Conjuration] (V,S,M; Ritual, [10gp] Fire | Water) (Wizard)
Identify [Divination] (V,S,M; Ritual, 100gp Void | Water) (Bard, Wizard)
Illusory Script [Illusion] (S,M; Ritual, [10gp] Earth | Wind) (Bard, Warlock, Wizard)

---------------------------------------------------
Level 2 Spells:
---------------------------------------------------
Arcane Lock [Abjuration] (V,S,M; [25gp] Earth | Void) (Wizard)
Augury [Divination] (V,S,M; Ritual, 25gp Void | Water) (Cleric)
Continual Flame [Evocation] (V,S,M; [50gp] Fire) (Cleric, Wizard)
Hallow [Evocation] (V,S,M; [1,000gp] Fire) (Cleric)
Magic Mouth [Illusion] (V,S,M; [10gp] Earth | Wind) (Bard, Wizard)
Warding Bond [Abjuration] (V,S,M; 50gp Earth | Void) (Cleric)

---------------------------------------------------
Level 3 Spells:
---------------------------------------------------
Clairvoyance [Divination] (V,S,M; Concentration, 100gp Void | Water) (Bard, Cleric, Sorcerer, Wizard)
Glyph of Warding [Abjuration] (V,S,M; [200gp] Earth | Void) (Bard, Cleric, Wizard)
Magic Circle [Abjuration] (V,S,M; [100gp] Earth | Void) (Cleric, Paladin, Warlock, Wizard)
Nondetection [Abjuration] (V,S,M; [25gp] Earth | Void) (Bard, Ranger, Wizard)
Revivify [Conjuration] (V,S,M; [300gp] Fire | Water) (Cleric, Paladin)

---------------------------------------------------
Level 4 Spells:
---------------------------------------------------
Divination [Divination] (V,S,M; Ritual, [25gp] Void | Water) (Cleric)
Leomund's Secret Chest [Conjuration] (V,S,M; 5,000gp+50gp Fire | Water) (Wizard)
Stoneskin [Abjuration] (V,S,M; Concentration, [100gp] Earth | Void) (Druid, Ranger, Sorcerer, Wizard)

---------------------------------------------------
Level 5 Spells:
---------------------------------------------------
Awaken [Transmutation] (V,S,M; [1,000gp] Fire | Wind) (Bard, Druid)
Greater Restoration [Abjuration] (V,S,M; [100gp] Earth | Void) (Bard, Cleric, Druid)
Legend Lore [Divination] (V,S,M; [250gp]+50gp Void | Water) (Bard, Cleric, Wizard)
Planar Binding [Abjuration] (V,S,M; [1,000gp] Earth | Void) (Bard, Cleric, Druid, Wizard)
Raise Dead [Necromancy] (V,S,M; [500gp] Void | Water) (Bard, Cleric, Paladin)
Reincarnate [Transmutation] (V,S,M; [1,000gp] Fire | Wind) (Druid)
Scrying [Divination] (V,S,M; Concentration, 1,000gp Void | Water) (Bard, Cleric, Druid, Warlock, Wizard)
Teleportation Circle [Conjuration] (V,M; [50gp] Fire | Water) (Bard, Sorcerer, Wizard)

---------------------------------------------------
Level 6 Spells:
---------------------------------------------------
Circle of Death [Necromancy] (V,S,M; 500gp Void | Water) (Sorcerer, Warlock, Wizard)
Contingency [Evocation] (V,S,M; 1,500gp Fire) (Wizard)
Create Undead [Necromancy] (V,S,M; 150gp++ Void | Water) (Cleric, Warlock, Wizard)
Drawmij's Instant Summons [Conjuration] (V,S,M; Ritual, 1,000gp Fire | Water) (Wizard)
Find the Path [Divination] (V,S,M; Concentration, 100gp+ Void | Water) (Bard, Cleric, Druid)
Forbiddance [Abjuration] (V,S,M; Ritual, 1,000gp Earth | Void) (Cleric)
Guards and Wards [Abjuration] (V,S,M; 10gp Earth | Void) (Bard, Wizard)
Heroes' Feast [Conjuration] (V,S,M; [1,000gp] Fire | Water) (Cleric, Druid)
Magic Jar [Necromancy] (V,S,M; 500gp Void | Water) (Wizard)
Programmed Illusion [Illusion] (V,S,M; 25gp Earth | Wind) (Bard, Wizard)
True Seeing [Divination] (V,S,M; [25gp] Void | Water) (Bard, Cleric, Sorcerer, Warlock, Wizard)

---------------------------------------------------
Level 7 Spells:
---------------------------------------------------
Forcecage [Evocation] (V,S,M; 1,500gp Fire) (Bard, Warlock, Wizard)
Mordenkainen's Magnificent Mansion [Conjuration] (V,S,M; 5gp+5gp+5gpFire | Water) (Bard, Wizard)
Mordenkainen's Sword [Evocation] (V,S,M; Concentration, 250gp Fire) (Wizard)
Plane Shift [Conjuration] (V,S,M; 250gp Fire | Water) (Cleric, Druid, Sorcerer, Warlock, Wizard)
Project Image [Illusion] (V,S,M; Concentration, 5gp Earth | Wind) (Bard, Wizard)
Resurrection [Necromancy] (V,S,M; [1,000gp] Void | Water) (Bard, Cleric)
Sequester [Transmutation] (V,S,M; [5,000gp] Fire | Wind) (Wizard)
Simulacrum [Illusion] (V,S,M; [1,500gp] Earth | Wind) (Wizard)
Symbol [Abjuration] (V,S,M; [1,000GP] Earth | Void) (Bard, Cleric, Wizard)






OLD ARCHIVE:SPELLS WITH SHARDS
Edited by CampaignArbiter, Feb 5 2016, 03:16 PM.
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SWITCH-GEARS© OF ENTRAID
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INSANITY/HORROR RANDOM TABLE

01-20 The character retreats into his or her mind and becomes paralyzed . The effect ends if the character takes any damage.
21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31 - 40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41 - 50 The character begins babbling and is incapable of normal speech or spellcasting.
51 - 60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71 - 75 The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
76- 80 The character experiences an overpowering urge to eat something strange such as dirt, s lime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.
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