《Isekai in Dhah'ar - CRITICAL ERROR - Daily》 I chapter - Welcome traveler Pain! Infinite, immeasurable and unbearable! Pain.
| ERROR FATAL cod42 |
| System detected a critical failure during transfer process, reboot will happen automatically at 1/100 standard time. 1st attempt ¨C ERROR! 2nd attempt ¨C ERROR! 3rd attempt ¨C ERROR! Collecting data: 100% collected. ----CRITICAL SYSTEM FAILURE!---- ----CASCADE FAILURE---- ----SYSTEM PURGE: ENABLED---- ----CRITICAL SYSTEM FAILURE!---- ----CASCADE FAILURE---- ----ADM ALERT code42+---- ----ANOMALOUS SYSTEM CREATED---- ----RESET ---- ----CRITICAL SYSTEM FAILURE!---- ----CASCADE FAILURE---- OVERRIDED SAFETY LOCKS ----FORCED RESET---- ----EJECT---- ----EJECT---- ---SUCCESS--- |
| Welcome Traveler. |
| Accept traveler tutorial: #/no? Choose your genre: CRITICAL SYSTEM FAILURE Choose your race: CRITICAL SYSTEM FAILURE Choose your class: CRITICAL SYSTEM FAILURE ############### CASCADE FAILURE |
| Welcome Tr#veler. |
| Tutorial finished with s#ce??o! |
| Welcome to Dhah''ar! |
| You have crossed the veil and entered a new world, full of wonders and dangers. Here, magic flows through the veins of the land, legendary creatures roam the forests, and destiny awaits you at every step. What awaits you in this world. ? Adventure: Discover unknown lands, face epic challenges and discover ancient secrets. ? Mystery: Unravel ancient riddles, uncover conspiracies and reveal the truth behind ancient legends. ? Friendship: Forge bonds with other adventurers, create alliances and find journey companions. ? Harem option activated: (yes/#)-choice yes (mandatory) ? Danger: You will face dangerous creatures, powerful enemies and deadly traps. ? Choices: The decisions you make will shape your destiny and the future of this world. |
| SPECIAL ABILITIES - Copy(Su) |
| A True Core can copy any creatures/material/item, identical to those it has physically consumed. Each copy possesseseven the learned abilities and characteristics (such as class level, skills, and spells known) of the original but retains only dimmemories of its former life. Copies can be of any size and origin. Copys are fanatically loyal to the True Core that spawned them and willingly fight to the death to defend it. Copied materials and items can never be used or cause damage to the True Core. After spawning, a True Core must wait 4d6 days before doing so again. |
| SPECIAL ABILITIES - Improved Copy(Su) |
| Same. After spawning, a True Core must wait 4/ days before doing so again. |
| SPECIAL ABILITIES - Improved Copy(Su) |
| Analysis 100% Registered entities: 10 1-Furrelle Wystongjiir, Lawful Evil, Female serpent-folk Cleric 5 2-Hethress Grmballhyst, Lawful Evil, Female serpent-folk Cleric 8 3-Dazzazn Beryntolthropal, Lawful Evil, Male serpent-folk Cleric 7 4-Findex Hshhsstoroth, Lawful Evil, Female serpent-folk Cler 5-Kaladan Wivvyrholdalphiax, Lawful Evil, Male serpent-folk Cleric 5 6-Ghesh Ghaallixirn, Lawful Evil, Male serpent-folk Cleric 6 7-Eggren Clethtinthiallor, Lawful Evil, Female serpent-folk Cleric 5 8-Ruloth Xephyrbahnor, Lawful Evil, Female serpent-folk Cleric 6 9-Aasathra Imbixtellrhyst, Lawful Evil, Female serpent-folk Cleric 7 10-Bidreked Xephyrbahnor, Lawful Evil, Male serpent-folk Cleric 6 Copy; yes/no yes Choice of: 1-10 2 Hethress Grmballhyst, Lawful Evil, Female serpent-folk Cleric 8 Personality: She is quite gentle and does not know the full extent of her strength. She works very hard to maintain that gentleness. She is a ruthless woman, a trait she acquired from her father. STR 10 (+0) DEX 17 (+3) CON 12 (+1) INT 12 (+1) WIS 16 (+3) CHA18 (+4) New copy in: T -4/days |
| SPECIAL ABILITIES - Link(Su) |
| True Core can connect with its copies, on the same plane of existence, regardless of distance or position and but is limited to the copy''s sensory capabilities. Through this connection you can see, hear, feel, smell, taste, speak and detect thoughts, read if the copy is capable of that. There is no limit on simultaneous connections. |
| SPECIAL ABILITIES - Tongues (Su) |
| You understand any spoken language as your native language and when you speak, you are understood by others as if you were speaking in their native language. |
| Fabricate |
| School: transmutation Level: 5 Casting Time: see text Components: V, S Range: close (7m. + 1.5m/2 levels) Target: up to 3 cu. m./level; see text Duration: instantaneous Saving Throw: none; Spell Resistance: no You, through the concentrated flow of mana create a pattern that through your will, power and knowledge comes into existence in physical form. Creatures or magic items cannot be created by the fabricate spell. The quality of items made by this spell is commensurate with the knowledge and skill of the spell caster. If you work with a mineral, the target is reduced to 33cm cubic per level instead of 1,5m cubic. You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship. Casting requires 1 round per 3m cubic of material to be affected by the spell. Blueprint: king bed, pocket spring. Created. Produce: y/no Psy Power Slot 5: 6/6 =>5/6 |
| Interplanetary Teleport |
| School conjuration Level: 9 Casting Time: 1 standard action Components V, (¡°Scotty, beam me up!¡±) Range: personal and touch 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) This power functions as teleport, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to (¡°the third planet from the sun¡± is an acceptable destination, but ¡°a habitable world near that bright star¡± is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails. Psi Power Slot 9: 6/6=>5/6 |
| Psicrystal Assistant |
| A psychrystal is a fragment of a psionic character¡¯s personality. Because it is an extension of its creator¡¯s personality, created through your will and intertwined with mana, it is linked to the life force of its creator. A psychrystal can speak one language of its owner¡¯s choice (so long as it is a language the owner knows). A psychrystal can understand all other languages ??known by its owner, but cannot speak them. This is a supernatural ability. This story has been unlawfully obtained without the author''s consent. Report any appearances on Amazon. -Saving Throws: A psychrystal uses its owner¡¯s base saving throw bonuses and ability modifiers on saves, though it doesn¡¯t enjoy any other bonuses its owner might have (from magic items or feats, for example). -Abilities: Its self-propulsion ability aways activated, a psychrystal has no Strength score and no Dexterity score. -Skills: A psychrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception, Stealth and System Knowledge. (Even if its owner has no ranks in these skills, a psychrystal has 4 ranks in each.) A psychrystal uses its own ability modifiers on skill checks. Psicrystal Special Abilities: Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, Deliver touch powers, Telepathic speech, Flight, Power resistance, Sight link, Channel power |
| Psicrystal Assistant |
| Combat Assistant Activate: y/ no |
| Massacre |
| School necromancy Level: 9 Casting Time: 1 standard action Components: V, mandatory = Massacration - Metal is the Law Area: 100-m. line Duration: instantaneous Saving Throw: Fortitude negates Spell: yes You unleash a wave of necromantic energy that snuffs out the life force of those in its path. This wave pulses out from you in a line 1.5m wide and 100m long. The wave visibly rips the souls from the bodies of those it passes through, which manifests as screaming, transparent versions of the affected creatures. The wave kills every living creature of 17 or fewer HD in the line, starting with the creature closest to you, to a maximum of 1d4 HD of creatures per caster level. No creature of 18 or more HD can be affected. If a creature succeeds at its saving throw or has too many HD, it doesn''t count against the HD the spell can kill The wave continues to affect creatures as it rolls away from you until you either run out of HD to affect or reach the limit of the spell''s area. If the spell does not kill any creatures, the unreleased necromantic energy violently explodes in the final square of the 100mt line, dealing 10d6 points of damage + 1 point per caster level to any creature in that square with no saving throw. If several creatures occupy the same square, roll randomly to determine which is affected. Psi Power Slot 9: 6/6=>5/6 Activate: yes/ no |
| SEED DETECTED |
| Seed ready for harvest. Welcome to the SYSTEM. ANALYZE SEED INTEGRITY 100/100 Chosen traveler Designated traveler INTEGRATION! System detected a critical failure during integration process, restart will happen automatically in 1/100 standard time. 1st attempt ¨C ERROR! 2nd attempt ¨C ERROR! 3rd attempt ¨C ERROR! Collecting data: 100% collected. ----CRITICAL SYSTEM FAILURE!---- ----CASCADE FAILURE---- ----SYSTEM PURGE: ENABLED---- ----CRITICAL SYSTEM FAILURE!---- ----CASCADE FAILURE---- ----ADM ALERT code42+---- ----ANOMALOUS SYSTEM CREATED---- ----RESET ---- ----CRITICAL SYSTEM FAILURE!---- ----CASCADE FAILURE---- OVERRIDED SAFETY LOCKS ----FORCED RESET---- ----EJECT---- ----EJECT---- ---SUCCESS--- ***CORRUPTED Traveler*** **integration not possible** *Welcome to CONTENTION* |
| #$%¡§&$#@ |
| @#$¡§&*()(*&¡§%$$%&*( |
| World Quest |
| The Hunt for the True Core |
| The threat: An anomalous entity, known only as the True Core, has emerged from the depths of the Valley of Shadows, coming from the beyond-verse, distorting reality and corrupting everything in its path. Its hunger is infinite and nothing will satisfy it, the True Core will consume living beings, dead beings, deities, objects, everything. There is no way to escape your debauchery and not even death brings the possibility of escape. The mission: The only hope lies in finding and destroying the True Core. The journey: ? Phase 1: The Quest: Adventurers must travel throughout the world, collecting clues about the location of the True Core. This journey will take them to dangerous places, such as: ? Cursed forests ? Haunted ruins ? Ancestral temples ? Lost and wild continents 33% GOAL ACHIEVED ? Phase 2: The Purification: Adventurers must find and purify the corrupted. Each corrupted person requires a ritual combat to be purified: ? Combat: Face the corrupted who fanatically protect the True Core. Disintegrate is mandatory in the body of the corrupted. 66% GOAL ACHIEVED ? Phase 3: The Conquest: Adventurers finally find the True Core, but the final battle will be arduous. The entity manifests itself in its complete form, a grotesque and powerful creature, capable of manipulating life and death around it. Capable of assuming any form and controlling an endless number of corrupted creatures; living, dead and constructs. Victory will depend on the unity, strategy and strength of the adventurers. 100% GOAL ACHIEVED Rewards: ? Defeat the True Core: Save the world from corruption and restore balance. PURGE and INTEGRATION INTO THE SYSTEM. ? Legendary Treasures: Obtain powerful artifacts and magical items such as weapons, armor, and healing items. This story has been stolen from Royal Road. If you read it on Amazon, please report it? Recognition: Be recognized as a hero/herald and receive honors and rewards for your actions directly from the Gods. Challenges: ? The True Core: The entity is adaptable and powerful, capable of changing its tactics and strengthening itself and learning over time, in its repertoire, magic that not even Gods can do on the material plane. ? Corruption: the True Core can corrupt adventurers, neither the purest and holiest, nor the vilest demon is immune to being dominated and controlled. ? Loneliness: The journey is lonely and dangerous, and adventurers may feel isolated and demoralized, but remember *&¡§$#42@ will be guiding them. Conclusions: The journey to destroy the True Core is an epic challenge, one that will require courage, intelligence, and unity. The final battle will be a test of strength and determination, victory will depend on the adventurers'' ability to overcome the challenges and work together to save the fabric of reality. Prerequisite: Minimum level 15 Alignment: any Class: any Race: any Accept: y/n Timeout: ???? ????????? |
| Psicrystal Assistent |
| Conjurador assitent: ativar y/ no |
| Life |
| School conjuration Level: 10 Casting Time: 1 standard action Components: V, S, M(something worth 100,000 gp ) Epic Mythic Eschew Materials feat) Range: emanation centered on you Area: long (150m. + 10m radius./level) Target: see text Duration: instantaneous Saving Throw: Will negates (harmless) Spell : yes (harmless) Life enables you to channel positive energy into all creature, within the area of ??effect, to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures all hit points of damage. Life remove negative levels and restore permanently drained ability score points.The subject¡¯s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round. If used against an undead creature, Life instead acts like harm spell. Psi Power Slot 10: 4/4=>3/4 Activate: y/n |
| >>>DANGER<<< |
| Detected life forms potentially dangerous to the user. Possible actions to be taken: Cast magic anyway: A Abort Magic: B Cast magic selecting targets, ¡°allies only¡±, (requires use of Selective Spell feat (this option requires physical manifestation of Psicrystal Assisten)): C Activate: Y/N |
| Psicrystal Assistent |
| Select name:????????? |
| True core |
| CR:: 42 XP: 629,145,600 Deepspawn Monster 7, Bard 2, Psychic 31 (symbiosis) CE, Huge aberration (mythical, augmented) Init +9; Senses darkvision 20m. vision 360¡ã, telepatia; Perception +15 DEFENSE AC: 28, touch 14, flat-footed 23 (+5 Dex, +9 natural, -2 size, +4 armor, +1 deflection) HP: 389 (9d8+31d6+240) Fort +17, Ref +19, Will +23 Defensive Abilities: Regen 5hp/r, regrow tentacles (20hp each and cut if taken +10hp); DR 10/adamantine (150); Immune poison, critical, disease, age, drain; SR 23; Resist Sonic +4 saves; Weaknesses: curiosity OFFENSE Speed: 6m, all (fly average) Melee: 3x tentacle +17 (1d4+3 plus grab+constric) and 3x bites +19 (2d6+6 plus paralyse) Ranged: 3x rock +18 (2d6+6) Space: 5m, Reach 10m. Special Attacks: Constric and paralyse, Magic Fang, Greater (P), See Invisibility (P), Swallow Whole Spell-Like Abilities: (CL 31th) At will-Alter Self, Detect Animals Or Plants, Detect Thoughts, Fabricate, Mirage Arcana, Stone Shape, Transmute Rock to Mud, Water Breathing 3/day-Hold Monster 1/day-Heal, True Ressurection, Hide from Animals SPELLS: (CL 31th) Bard: (CL 2nd) 0th at will-Detec Magic, Spark, Mage Hand, Spark, Oath of Anonymity, Summon Instrument Psychic (uses per day);(CL 31th) 0th-(11); Read Magic, Mending, Ghost Sound, Ligh, Telekinetic Projectile, Virtue 1st-(7); Cause Alter, Charm Person, Cause fear, Detect undead, Mage Armor, Unseen servant 2nd-(6); Alter Self, Hold person, Reverse Gender, Summon Monster II, Sonic Scream, Suggestion 3rd-(5); Haste, Invisibility Sphere, Sensory Amplifier, Pellet Blast, Summon Monster III 4th-(5);Mind Thrust IV, Mindwipe, Phantasmal killer, Summon Monster IV, Sasha''s Uncontrollable Continuous Orgasm, 5th-(5);Dominate person, Fabricate, Modify Memory, Permanency, stone skin 6th-(5);Contingency, Decapitate, Legend Lore, Psychic Crush II, Psychic Crush II 7th-(5);Ego Whip V, Hold Person Mass Permanent Hallucination, Spell turning, Waves of Ecstasy 8th-(5);Create Demi-plane, Create Greater Undead, Irresistible Orgy, Prying eyes greater, Trap the Soul 9th-(5);Hold monster mass, Interplanetary Teleport, Massacre, Spell Immunity, Wish 10th-(4);-Permanent Demi-plane, Life, Epic Resurrection, Epic Reincarnation 11th-(4) Rain of Fire, Reaper of Souls, Enslave, Alter History 12-(4) Floating Island, Epic Resurrection mass, Dragon Knight, Steal Avatar 13th-(3) Create Volcano, Killing Wind, Winter 14th-(2) Contingency in time, Create Race 15th-(1) Kill God TACTICS Before Combat hunts and collects individuals, items and the most varied things, which will be the basis of his creations that will be his front line and means of exercising his will throughout the world. During Combat If a T.C. life is threatened, it hurls caches of seized weapons as missiles, unleashes any magical items it has, and tries to escape by a planned route. STATISTICS Str 22, Dex 20, Con 22, Int 22, Wis 20, Cha 24 Base: Atk +15; CMB +23; CMD 39 (can''t be tripped) Feats: Alertness, Cleave, Combat Reflexes, Dodge, Eschew Materials, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Multiattack, Multiweapon Fighting, Mythic Eschew Materials, Power Attack, Psicrystal Affinity, Psicrystal Power Epic, Selective Spell, Smell Fear, Terrorizing Display, Toughness Skills: Acrobatics +15, Appraise +15, Bluff +23, Climb +15, Craft (traps) +15, Diplomacy +15, Disguise +15, Escape Artist +15, Fly +15, Intimidate +18, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (religion) +15, Linguistics +15, Perception +15, Perform (sing) +15, Profession (cook) +15, Sense Motive +15, Sleight of Hand +15, Spellcraft +17, Stealth +15, Survival +15, Swim +25, Use Magic Device +15 Languages: telepathy100m, +10 feats SQ: Imortal, Bardic Performance (3), Versatile Performance: Sing, Cantrips, Well-Versed, Phrenic 16, Read Magic (P), Detect Magic (P), Comprehend Languages (P), Alter Self (P) Gear *Mage Armor, Ring +1 AC. Ring Spell know I ECOLOGY Environment any aquatic or underground Organization solitary, pair, brood (3-6), or shoal (7-19) Treasure x10 Huge sphere of leather and muscles with 6 tentacles 10m long, 3 similar to those of an octopus and 3 ending in mouths with fangs like those of a snake. Retractable crab eyes all over the spherical body, these are capable of retracting inside the body. T.C. are voracious creatures that crave collecting everything and everyone. Despite their bulk and bizarre appearance, they are highly intelligent and patient opponents. They frequently dispatch their spawned minions to lure new victims to their lairs with promises of wealth and magic. SPECIAL ABILITIES Constrict (Ex) A T.C. deals automatic bite damage with a successful grapple check. An arm that is is currently being used to constrict an opponent cannot also make bite attacks Improved Grab (Ex) To use this ability, the T.C. must hit with a bite attack. If it wins the grapple check, establishes a hold and can constrict. Copy (Sp) A T.C. can copy any creatures/material/item, identical to those it has physically consumed. Each copy possesseseven the learned abilities and characteristics (such as class level, skills, and spells known) of the original but retains only dimmemories of its former life. Copies can be of any size and origin. Copys are fanatically loyal to the T.C. that spawned them and willingly fight to the death to defend it. Copied materials and items can never be used or cause damage to the Dungeon Core. After spawning, a T.C. must wait 4d6 days before doing so again. Paralyse (Su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature¡¯s racial HD + the paralyzing creature¡¯s Con modifier; the DC is given in the creature¡¯s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can¡¯t swim and may drown. The duration of the paralysis varies and is included in the creature¡¯s description. Link (Ex) Dungeon Nucleus can connect with its copies, on the same plane of existence, regardless of distance or position and but is limited to the copy''s sensory capabilities. Through this connection you can see, hear, feel, smell, taste and speak, if the copy is capable of that. There is no limit on simultaneous connections. Lair (Ex) Choose a specific lair, such as a series of caves, a building, or a grove, which you make your home. While in this lair, you gain a bonus to Perception checks and initiative rolls equal to 1/2 your HD (minimum +1) and you cannot be caught flat-footed. In addition, the DC of Perception checks made to discover any objects you hide in your lair increases by the same amount. Will of the Dead (Su) Even undead creatures can be affected by the psychic¡¯s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature¡¯s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren¡¯t undead. This amplification can be linked only to spells that have the mind-affecting descriptor. Sound Mimicry (3) (Ex) The creature perfectly imitates up to 3 different sounds or even specific voices, simultaneously. The creature makes a Bluff check opposed by the listener¡¯s Sense Motive check to recognize the mimicry, although if the listener isn¡¯t familiar with the person or type of creatures mimicked, it takes a ¨C8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy¡¯s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn¡¯t know. Did you know this text is from a different site? Read the official version to support the creator.Animal Mastery (Su) As a standard action, you can project your mind into the mind of an animal you can see, establishing a mental link that allows you to share the animal¡¯s senses¡ªhearing, seeing, smelling, tasting, and touching everything the animal does. You cannot use this ability on an animal if its Hit Dice exceed your psychic level. The animal can attempt a Will save to resist the effect. If it is successful, the animal is immune to this ability for 24 hours. While sharing an animal¡¯s senses, your body is effectively unconscious, but you can end the effect as a free action. You can maintain the link for 1 hour per level, but the link is immediately severed if the animal moves beyond a range of 1 mile per psychic level you have. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 7th level, the mental link becomes stronger. Whenever you share an animal¡¯s senses, you can control it, as per dominate animal, except the duration, Hit Dice limit, range, and other conditions listed above apply. One with Nature (Psy) (Su) You can cast detect animals or plants as a spell-like ability at will. You gain a +2 insight bonus on Knowledge (nature) checks, and while using detect animals or plants, the bonus increases to +4 to identify a matching animal or plant creature within the area of effect. At 7th level, you can speak with any animal you successfully identify, as per speak with animals, but this ability doesn¡¯t make the creature any friendlier than normal. Bionetwork (Su) 5lv psy-Once per day, you can spend 10 minutes to mentally connect with living fungi, leaves, moss, roots, and similar plants or plantlike things. You form a temporary network that functions as an extension of your senses. This ability doesn¡¯t function in areas of sparse vegetation, such as arid deserts, barren caverns, or frozen tundras. Buildings and urban areas are generally excluded from your network, but ruins reclaimed by nature are connected. While you¡¯re underground, roots and fungi function as your network, but the radius of the network is only 100 feet per psychic level. At 9th level and every 4 levels thereafter, you gain an additional daily use of this ability. Animate/Awaken (Su) 13Lv-You can animate a tree or waken animal within 180 feet as a standard action. This functions as a treant¡¯s animate trees ability/aweken spell, with the following exceptions. Each day, you can animate a number of trees/animal equal to 3 + your Charisma modifier, and you can control up to one tree/animal at a time, plus an additional tree/animal at 15th level and every 2 levels thereafter. A tree remains animated for 10 minutes per level, or until dismissed by you or destroyed. Dragon¡¯s Breath Focus (Psy) (Su) The psychic can spend 2 points from her phrenic pool to change a linked spell that has a line or burst area of effect into a 30-foot cone that emanates from the psychic¡¯s mouth as a breath weapon Overpowering Mind (Psy) (Ex) he psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw. Space-rending Spell (G. Psy) (Su) The psychic can warp space with her mind, teleporting herself as she casts her linked spell. She teleports herself 3m per point she spends from her phrenic pool (as dimension door). The maximum number of points she can spend in this way is equal to the linked spell¡¯s level. Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature¡¯s statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature¡¯s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker¡¯s mouth, where it may be bitten or swallowed again. Fast Swallow (Ex) The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn. Improved Copy (Su) Same. After spawning, a T.C. must wait 4/days before doing so again. Tongues (Su) A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Analyze 100% Registered entities: 4 1- Szeddisosh D''Verda, Chaotic Evil, Male serpent-folk Aristocrat 5 2- Catzina, Lawful Evil, Male serpent-folk Warrior 8 3-Itzcuin, Lawful Evil, Male serpent-folk Commoner 5 4 -Sacnya, Lawful Evil, Female serpent-folk Expert 5 Copy; yes/no |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait 4/days before doing so again. |
| Analysis 100% Registered entities: 1 5-C¨pa, Lawful Evil, Male serpent-folk Expert 12 Copy; yes/no |
| Create Greater Undead |
| School: necromancy Level: 8 Casting Time: 1 standard action Components: V, S, M (corpse) Range: 10m+2m/2 level Area: 1 ou + corpse with up to x4/caster''s HD Duration: instantaneous Saving Throw: none Spell : none This evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead options: Ghoul Hollow helm Huecuva Crawling hand Juju zombie Skeletal champion4Enervation Ghast, festrog Draugr Guardian phantom armor Attic whisperer Blast shadow Crawling hand (giant) WightEnervation Giant phantom armor Mummy Crypt thingTeleport Phantom lancer Dullahan Death Knight Mohrg This story has been stolen from Royal Road. If you read it on Amazon, please report it Rajput Ambari Shadow Allip Wraith Totenmaske Spectre Bonestorm Greater shadow Witchfire Banshee Bodak Devourer Minor reaper Psi Power Slot 8: 6/6=>5/6 Activate: y/n choose one:? |
| # Alert! Urgent Mission! # |
| **The threat of the True Core draws near!** **Adventurers, explorers, and warriors from all lands!** An urgent call resounds from every corner! The True Core, needs to be destroyedt! Corruption threatens to destroy everything we know. **You have been selected among those who accepted the quest "DESTROY THE TRUE CORE"** 1st **Find the Chosen!** They hide among us, their identities and locations unknown. 2nd **Guide them to the True Core!** Targets: Kawada and Maeda - THE HEROES 2.1: Requires a quest stone. 2.2: Quest Stone bearer: Talay Empire - Sky City, Ermina Cholmondeley, Female Human Arch-Mage of the White Tower 3rd **Help them destroy/***contain*** the Core!** Only together can the Chosen and their allies purify the corruption and save the world. **Time is short! Help us find the Chosen and stop the threat of the True Core!** **Help us save our world!** **Your journey begins here!** SYSTEM GENERATED GROUP Kithri Wildheart, Female Halfling Bard 16 Lawful Good STR: 6 (-2) DEX:16 (+3) CON:13 (+1) INT:14 (+2) WIS:13 (+1) CHA:17 (+3) Furr Umbyrphrael, Male Dragonborn Fighter 16 Chaotic Good STR: 16 (+3) DEX:16 (+3) CON:16 (+3) INT:14 (+2) WIS:13 (+1) CHA:8 (-1) Naeris Berevan, Male Half-Elf Monk 15 Chaotic Good STR: 12 (+1) DEX:16 (+3) CON:14 (+2) INT:14 (+2) WIS:17 (+3) CHA:17 (+3) Vilberg, Male Orc Ranger 15 Lawful Good STR: 16 (+3) DEX:16 (+3) CON:16 (+1) INT:14 (+2) WIS:16 (+3) CHA:9 (-1) Tree Fang, Female Human a Paladin 16 Lawful Good STR: 14 (+2) DEX:16 (+3) CON:13 (+1) INT:14 (+2) WIS:18 (+4) CHA:17 (+3) Philomena Stoutbridge, Female human Sorcerer 15 Chaotic Good STR: 12 (+1) DEX:16 (+3) CON:12 (+3) INT:16 (+2) WIS:16 (+3) CHA:16 (+0) |
| Kill 5 goblins Reward: Status Display Skills Classe: nietzschean |
| Survival of the fittest |
| Class: Nietzschean (new) Reward: Feats Improved Initiative (new), ride +10 (new), Eat Anything (new) |
| Sensory Amplifier |
| School divination [mind-affecting]; Level druid 4, medium 2, mesmerist 3, psychic 3, witch 3 CASTING Casting Time 1 standard action Components S EFFECT Range personal Area 3m.-radius emanation centered on you Duration 1 round/level (D) Saving Throw Will negates; Spell Resistance yes DESCRIPTION You open the minds of all creatures near you and enhance their sensory receptors. All living creatures other than you in the area gain a +5 bonus on Perception checks. Sighted creatures gain low-light vision, and creatures with a sense of smell gain scent. In addition, the first time each round that a creature in the area takes damage, it takes an additional 2d6 points of damage of the same type. Despite being within the area, the caster does not take this extra damage. Psi Power Slot 3: 5/5=>/4/5 |
| Heal |
| School conjuration (healing); Level alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, shaman 7, witch 7; Domain healing 6; Mystery life 6 CASTING Casting Time 1 standard action Components V, S EFFECT Range touch Target creature touched Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless) DESCRIPTION Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. Heal does not remove negative levels or restore permanently drained ability score points. If used against an undead creature, heal instead acts like harm. Spell-Like Abilities as 31Th Psychic: 1/Day =>0/1 |
| Charm Person |
| School enchantment (charm) [mind-affecting]; Level bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1; Domain charm 1; Subdomain slavery 1; Elemental School wood 1; Mystery intrigue 1 CASTING Casting Time 1 standard action Components V, S EFFECT Range close (10m. + 1,5m./2 levels) Target one humanoid creature Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes If you stumble upon this narrative on Amazon, be aware that it has been stolen from Royal Road. Please report it.DESCRIPTION This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target¡¯s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn¡¯t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person¡¯s language to communicate your commands, or else be good at pantomiming. Psi Power Slot 1: 7/7=> 6/7 |
| True Resurrection |
| School conjuration (healing); Level cleric/oracle 9; Subdomain resurrection 9; Mystery life 9 CASTING Casting Time 1 minute Components V, S, M, DF (diamond worth 25,000 gp) DESCRIPTION This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased¡¯s time and place of birth or death is the most common method). Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no negative levels (or loss of* Constitution points) and all of the prepared spells possessed by the creature when it died. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can¡¯t resurrect constructs or undead creatures. Even true resurrection can¡¯t restore to life a creature who has died of old age. Spell-Like Abilities as 31Th Psychic: 1/Day =>0/1 |
| Invisibility Sphere |
| School illusion (glamer);Level bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, unchained summoner 3 CASTING Components: V, S, M EFFECT Area 3m.-radius emanation around the creature DESCRIPTION This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient. Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends. Psi Power Slot 3: 4/5=> 3/5 |
| Will of the Dead (Su) |
| Even undead creatures can be affected by the psychic¡¯s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature¡¯s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren¡¯t undead. This amplification can be linked only to spells that have the mind-affecting descriptor. |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait 4/days before doing so again. Analise 100% Entidades cadastradas: 1 1-Meikosil, chaotic evil, male dark elf (undead augmented humanoid) Warlock 15 Copy; yes/no |
| Epic Resurrection |
| School conjuration (healing); Level cleric/oracle 10; Subdomain resurrection10; Mystery life10 CASTING Casting Time 1 minute Components V, S, M, DF (diamond worth 25,000 gp) Range touch Targets dead creature Duration instantaneous Saving Throw none; see text Spell Resistance yes (harmless) DESCRIPTION This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 1000 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased''s time and place of birth or death is the most common method). Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no negative levels (or Constitution points) and all of the prepared spells possessed by the creature when it died. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, constructs or undead creatures. Epic resurrection can restore to life a creature who has died of old age. Instantly causes destruction to any undead(optional) , without saving. Psy Power slot 10: 4/4 =>3/4 |
| Reverse Gender |
| School transmutation (polymorph) Level Bard 2, Sorcerer/Wizard/Psy 3 Casting Time 1 standard action Components V, S, M (a small mirror) Range close (10m. + 1,5m/2 levels) Area one creature Duration 1 hour/level Saving Throw Fortitude negates Spell Resistance yes (harmless) This spell reverses the gender of the target creature. This has no effect on the creature¡¯s ability scores, although it could deny a character access to gender specific prestige class abilities. It is most often used to allow a character to go where their original gender may not be allowed. Psy Power slot 10: 7/7 =>6/7 |
| Permanency |
| School universal Level sorcerer/wizard 5, psychic 5 Casting Time 2 rounds Components V, S, M (see tables below) Range see text Targets see text Duration permanent; see text Saving Throw none Spell Resistance no This spell makes the duration of certain other spells permanent. Psy Power slot 10: 4/4 =>3/4 |
| School conjuration (summoning) [see text] Level Paladin 12, Cleric 12, Druid 12, Sorcerer/Wizard 12, Summoner 12, Witch 12 Casting Time 1 standard action Components V, S, M (340.000gp) Range medium (30m + 3m/level) Area 1 summoned Adult Dragon Targets see text Duration 1 min/level (D) Saving Throw none; see text Spell Resistance no This spell summons an adult dragon. It appears where the character designates and acts immediately. It attacks the character¡¯s opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. Psy Power slot 12: 4/4 =>0/4 |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait 4/days before doing so again. Analyze 100% Registered entities: 2 1-Velbog IV, Fire giant ranger 10 LE Large humanoid (fire, giant) 2- Ingath the Thunderer, Fire giant fighter 5/sorcerer 8 LE Large humanoid (fire, giant) Copy; --/-- |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait ? days before doing so again. Analise 100% Entidades cadastradas: 10 1-Phrahdrandon, Male Mantis Ranger 3 2-Mreksh, Male Mantis Ranger 3 3-Torinn Kimbatuul, Male Mantis Ranger 4 4-Nykkan Imbixtellrhyst, Male Mantis Ranger 4 5-Donaar Mohradyllion, Male Mantis Ranger 3 6-Tarhun Ophinshtalajiir, Male Mantis Ranger 5 7-Gargax Delmirev, Male Mantis Ranger 4 8-Quarethon Daardendrian, Male Mantis Ranger 3 9-Maagog Argenthrixus, Male Mantis Ranger 3 10-Adrex Vangdondalor, Male Mantis Ranger 3 Copy; --/-- |
| Animate/Awaken (Su) |
| 13Lv-You can animate object/plant or awaken within 60m radius as a standard action. This functions as a Animate Objects/plant or aweken spell, with the following exceptions. Each day, you can animate a number of object/animal equal to 3 + your Charisma modifier, and you can control up to one object/tree/animal at a time, plus an additional tree/animal at 15th level and every 2 levels thereafter. A tree remains animated for 10 minutes per level, or until dismissed by you or destroyed. |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait 3/days before doing so again. Analise 100% Registered entities: 1 1-Akaos Drouldul, Lawful Evil, Male fire giant Cleric 20 Copiar; ---/--- |
| Stone Shape |
| School transmutation [earth]; Level cleric/oracle 3, druid 3, shaman 3, sorcerer/wizard 4; Domain artifice 3, earth 3; Elemental School earth 4 CASTING Casting Time: 1 standard action Components: V, S, M/DF (soft clay) EFFECT Range: touch Target: stone or stone object touched, up to 3 cu. m. + 3 cu. m./level Duration: instantaneous Saving Throw: none Spell Resistance: no You can form an existing piece of stone into any shape that suits your purpose. While it''s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn''t possible. There is a 30% chance that any shape including moving parts simply doesn''t work. |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait 2/days before doing so again. Analysis 100% Registered entities: 1 1 ¨C Grishinak Zoldus, Lawful Neutral, Male fire giant Fighter 6 / Arcane Archer 14 Copy; ---/--- |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait 2/days before doing so again. Analysis 100% Registered entities: 3 1 ¨C Grishinek Zoldus, Lawful Evil, Male fire giant Fighter 4 / Battle Herald 16 2 ¨C Grishinok Zoldus, Lawful Evil, Male fire giant Fighter 5 / Marshal 15 3 ¨C Grishinuk Zoldus, Lawful Evil, Male fire giant Fighter 5 / Sword Lord 15 Copy; ---/--- |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait 2/days before doing so again. Analysis 100% Registered entities: 2 1 ¨C Nykkan, Chaotic Evil, Male Old Black Dragon 2 ¨C Bhenkumbyrznaax, Chaotic Evil, female Old Black Dragon Copy; ---/--- |
| Permanent Hallucination |
| School illusion (phantasm) [mind-affecting]; Level psychic 7, sorcerer/wizard 7 EFFECT Target: one creature Duration: permanent (D) DESCRIPTION This spell creations includes visual, auditory, olfactory, tactile, and thermal components, and the phantasm follows a complex script. The phantasm follows that script without your having to concentrate on it and can react to stimuli the target perceives, as appropriate for the script. Unlike most illusions with a save to disbelieve, if the target disbelieves a permanent hallucination, she can choose to end the effect entirely at any time. |
| Irresistible Orgy |
| School enchantment (compulsion) [mind-affecting] Level Sorcerer/Wizard 8, Witch 8, Bard 6, Cleric 6 Casting Time: 1 standard action Components: V, M (almiscar anaimal) Range close (3m. + 1,5m/2 levels) Area: 10m.-radius emanation, centered on you Targets: one creature/level in a 10m.-radius burst centered on you Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: yes The subject feels an undeniable urge to make sex and begins doing so, complete and with anything available. The spell effect makes it impossible for the subject to do anything other than sex. This spell only works outside of combat, after the spell is cast, acts of violence are considered BSDM (only nonlethal damage) and do not break the spell. |
| World Quest |
| The Hunt for the True Core - UPDATE *????FAIL???? Unable to destroy Entity Known as TRUE CORE *(red flashing text) Mission parameters updating: 1¡ 2¡ 3¡ 4¡ 5... Parameters updated successfully. New mission. Objectives: contain contamination Accept? Yes/No. Prerequisite: Free Alignment: any Class: any Race: any Time limit: none ???AUTOMATIC ADM ALERT 42 ??? |
| ACTIVE SYSTEM |
| ## Welcome to the World of Dhah''ar!## We are excited to welcome you to our magical world! Get ready for an epic journey filled with adventure, challenges and, of course, lots of fun! TUTORIAL **Navigating the Menus:** Here you will find the Options: * **Main Menu** * **Character Menu:** Here you can access your profile, view your status, equip items, learn skills and manage your talents. * **Inventory Menu:** Here you can organize your items, equip weapons and armor, and manage your resources. * **Quest Menu:** Here you can track your quest progress, receive new quests and view their objectives and detailed descriptions. * **Map Menu:** Here you can view the local map, find nearby locations and points of interest, locate your objectives and plan your routes. * ?War Fog Enabled? * **Character Status:** Shows your attributes * **Strength:** Influences physical attack power. * **Dexterity:** Influences attack accuracy and speed, as well as dodge chances. * **Constitution:** Influences HP and resistance to physical damage. * **Intelligence:** Influences magical attack power and mana regeneration. * **Wisdom:** Influences resistance to magical effects and healing. * **Charisma:** Influences acceptance, manipulation, social empathy * **Level:** Represents your character''s strength, which increases with the experience (XP) you gain by completing quests and defeating enemies. Cap Level 20 (for mortals) * **Health Points (HP):** Represents your character''s health. When your HP reaches zero, you are at death''s door, but you can be healed, passing a negative value equal to your constitution and needing to be revived. * **Character Classes:** * **Villager:** Villager include peasants, serfs, slaves, servants, pilgrims, and hermits. Skilled in basic manual labor, they are only able to use basic tools such as: bow, spear, sling, knife, hammer, and axe. * **Noble:** The social elite of a country. They tend to focus on the more social skills, focusing on courtly intrigue some even master the arts of manipulation, politics, administration, bureaucracy, and heraldry. * **Craftsman:** The craftsman is a master of specialized crafts; jewelry, clothing, cutlery, metalwork, architecture, engineering, arts, commerce, etc. They have high dexterity and agility, and do not know to sue any weapons or armor. * **Warrior:** The warrior specializes in close and ranged combat, with high strength and resistance. Their attacks are powerful and direct, and they are excellent tanks, absorbing enemy attacks. **Rogue:** This tale has been pilfered from Royal Road. If found on Amazon, kindly file a report.The rogue is a master of stealth and rapid attack. They have high dexterity and agility, and can cause great damage with critical hits. * **Mage:** The mage is a master of magic, with high intelligence and the ability to cast powerful spells. Their magical attacks can cause great damage, and they can control the battlefield with their spells. * **Priest:** The priest is a healer and protector, with high wisdom and the ability to heal allies and protect against magical attacks. They can also cast support spells, such as shields and buffs. * **Barbarian:** The barbarian is a savage and ruthless warrior, with high strength and agility and the ability to go into a rage, increasing their attack power and resistance. They are excellent in close combat, throwing weapons and can cause great damage. * **Game Mechanics:** * **XP:** You gain XP by completing quests, defeating enemies, complete quest, perform feats and exploring the world. When you reach a certain level of XP, you level up and increase your attributes. * **Combat:** Combat is in real time, and you need to use your skills and strategies to defeat your enemies. Each class has its own attacks and abilities, and you need to choose the best strategy for each situation. * **Magic:** Magic is a fundamental element of the system, and mages and priests can use their powers to attack, defend, heal and control the battlefield. Each spell has a cost, and you need to manage your resources to use your powers wisely. * ???Tips for Newbies??? * **Start with a class that you find interesting and that suits your playstyle.** * **Explore the world and complete quests to gain XP and level up at your own pace.** * **Try out different weapons and equipment to find the one that best suits your character.** * **Play with other players to share the experience and complete more challenging quests.** * **Don''t be afraid to experiment and learn from your mistakes!** * **Help** Submenu with detailed description of each item * **Exit** Close this window * **I wish you an epic journey full of adventures!** * Note: time will not pass during the use of the tutorial window. In subsequent uses, time will continue as normal. Use it wisely and in safe places.! * ???ADM 42??? * version 1780556.0.0.2.9 |
| EPIC Chainbreaker |
| Achievement |
| In a single event was released total of 50k sentient beings held in unjust captivity. +10 Gain a bonus to damage when fighting slave owners. |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait ---/--- before doing so again. |
| Analysis 100% Registered entities: 1 1-Agatan, Chaotic Evil, succubus Cleric 15 Inorganic material gold, sapphire, red coral, topaz, platinum, lapis lazuli, etc. Copy; Yes/--- |
| SPECIAL ABILITIES-Improved Copy(Su) |
| Same. After spawning, a True Core must wait ---/--- before doing so again. |
| Analysis 100% Registered entities: 1 1- Golden Soldier, Chaotic Evil, Eldritch demon soul golem Copy; yes/no |