Rel Astra

From Evil Robot Wiki

Jump to: navigation, search

Contents

The Characters

Coln Kurtz (Paul)
Illevos (Neil)
Macrinous Ottenburg (Carl)
Thaddius 'the Butcher' (Kevin)
'Thug' (Chris)

The Adventures

Season 1 Sessions 1-10
Season 2 Sessions 11-21
Season 3 Sessions 22+

Chronology

City Information

The Rel Astran Criminal Code
The Guildhalls of Rel Astra
Rel Astran Temples
The cost of Slavery in Rel Astra

City Maps

House Rules

Raise Dead/Resurrection type Spells

  • Raise Dead is now a 7th level Cleric spell.
  • Resurrection is now a 9th level Cleric spell.
  • True Resurrection is now an Epic spell.
  • Reincarnate is now a 7th level Druid spell.
  • Psionic Revivify is now a 8th level Psion (egoist) power.

note: Some clerics may also require another form of payment, such as geas or magic items etc. druids rarely accept gold in reward for their services, instead they ask for deeds of some sort in payment for the reincarnation.


Action Points (see Unearthed Arcana p.122)
The only difference is that characters get 2 at the beginning of each nights session (night of playing), and the points are lost if unused.


Sanity Points (see Unearthed Arcana p.194)


Channel Energy taken from the Pathfinder Beta rules
Channel Positive Energy
When you channel positive energy, you unleash a wave of positive energy in a 30-foot burst. All undead in this radius take 1d6 points of positive energy damage plus 1d6 points of positive energy damage for every two cleric levels you have attained beyond 1st (1d6 at 1st level, 2d6 at 3rd, 3d6 at 5th and so on) and must flee from you (as if frightened) for 1d4 rounds your Charisma modifier. Undead in this radius are allowed a Will save that negates the frightened condition and results in half damage. The DC of this save is equal to 10+1/2 your cleric level+your Charisma modifier. Undead who take damage greater than their hit points crumble to dust and are destroyed by the power of your deity. If a fleeing undead is subject to channeled negative energy, it is not commanded, but does receive a new saving throw to dispel the flee effect. Living creatures within the area are healed a like amount by this wave of positive energy. You can choose whether or not to include yourself in this effect. Hit points gained above a living creature’s total are lost.

Channel Negative Energy
When you channel negative energy, you unleash a wave of negative energy in a 30-foot burst. All living creatures in this radius take 1d6 points of negative energy damage plus 1d6 points of negative energy damage for every two cleric levels you have attained beyond 1st (1d6 at 1st level, 2d6 at 3rd, 3d6 at 5th and so on). Living creatures in this radius are allowed a Will save that results in half damage. The DC of this save is equal to 10+1/2 your cleric level+your Charisma modifier. You can choose whether or not to include yourself in this effect. Undead creatures within the area are healed a like amount by this wave of negative energy. Hit points above the undead’s total are lost. Undead who are within the area of this effect must make a Will save or fall under your command. A cleric can command any number of undead whose total Hit Dice do not exceed his level. Clerics can relinquish control of undead to gain control of new undead. Commanding undead is a standard action that requires line of effect. Intelligent undead receive a new saving throw each day to break free of from your command. If a commanded undead is subject to channeled positive energy, it might flee, but it also receives a new saving throw to dispel the command effect.