OOC Sinegard Academy for the Wayward

So you want Callo to recognize the symbol as a dragon. Does the amulet control dragons? That might piss her off!!
 
So you want Callo to recognize the symbol as a dragon. Does the amulet control dragons? That might piss her off!!
It doesn’t really control dragons per say but helps someone with dragon blood control their powers and abilities.. Imagine, as Marvel Comics would put it, the power cosmic plus powers of chaos all being combined and condensed into one person and about to come flooding out.
 
Side note about Ramzaheed.
Though he isn’t a virgin he hasn’t had sex in 30 human years
 
Just so you know I at first kinda wanted my character to be a little like Riddic
 

Grenade 1: Holy, Flechette, Silver, Sunlight​

1d6 points of bludgeoning damage,
1d6 points of piercing damage,
1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves).

Sun Strike: 2nd level - 4d6 sunlight damage​

Holy Water: A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. (as this is coating a grenade and not a "full flask" damage is 1d4



Grenade 2: Holy, Sonic, Sunlight, Flechette
  • Bang Grenade: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).
  • Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).
  • Flechette Grenade: Deals 5d6 points of piercing damage.

Sun Strike: 2nd level - 4d6 sunlight damage​

Holy Water: A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. (as this is coating a grenade and not a "full flask" damage is 1d4​

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Pellet Grenade​

Silver 70 gp 1 lb.
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.

Holy Weapon Balm​

Source: PRG:ACG
Price 30 gp; Weight 1/2 lb.
This violet balm comes in a small ceramic pot. When applied to a weapon as a standard action, it forms a transparent coating. Weapons coated in this balm deal an additional 2d4 points of damage to undead or evil outsiders. A creature affected by the balm must succeed at a DC 10 Reflex save or take an additional 1d4 points of damage the following round. Any non-magical weapon coated with the balm affects incorporeal undead or evil outsiders as if it were a magic weapon. Any magic weapon coated with the balm affects incorporeal undead or evil outsiders as if the weapon had the ghost touch special ability. The balm remains effective until you make a successful attack with the weapon or until 1 minute has passed, whichever is sooner. Each dose of balm can coat one weapon or 10 pieces of ammunition.

  • Bang Grenade: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).
  • Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).
  • Flechette Grenade: Deals 5d6 points of piercing damage.


Sun Strike​

2nd-level evocation
Casting time: 1 action
Range: 5 feet
Components: V, M
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee weapon attack within this spell's range, otherwise the spell fails. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, a hit target takes 4d6 radiant damage.

A hit target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light or sunlight, or vulnerability to radiant damage, have disadvantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Holy water:
You can throw a flask of Holy Water as a splash weapon with a range increment of 10 feet.
A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of holy damage from the splash.
 
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Wriggler Swarm
Medium fey, neutral evil
Armor Class 13 (natural armor)
Hit Points 78 (12d12)
Speed 30 ft.
STR 13 (+1), DEX 14 (+2), CON 10 (+0), INT 17 (+3), WIS
11 (+0), CHA 9 (-1)
Damage Resistances slashing
Senses blindsense 60 ft., passive perception 10
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Scary Visage. The wriggler is a deeply unsettling creature
and just seeing one can cause a creature to take psychic
damage. Any creature that sees a wriggler up close must
make a DC 14 Wisdom saving throw or take 4 (2d4)
psychic damage and become frightened for 1 round.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny rat. The swarm can’t
regain hit points or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 14 (3d6) piercing damage. Any creature bitten by the
wriggler must succeed on a DC 12 Constitution saving
throw or contract the many-legged curse (see Bargains &
Curses).
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 14 (3d6) piercing damage plus 4 (1d6) acid
damage.
 

Manacles, Thorned​

Price 35,600 gp; Slot wrist; CL 7th; Weight 2 lbs.; Aura moderate abjuration and transmutation
DESCRIPTION
When placed on a helpless, two-armed creature of size Tiny to Huge, these barbed manacles transform to match the creature’s size and prevent the captive from utilizing any extradimensional magic, as dimensional anchor (no save). Removing the manacles—whether as an escape attempt or by the owner— requires a successful DC 30 Strength check or a successful DC 37 Escape Artist check; regardless of whether such an attempt succeeds, the manacles deal 2d6+7 points of piercing damage to the victim. The manacles have hardness 12 and 20 hit points.
 
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