The Four-Blood Gate

Pretty much, I can play Sunday but JD can't and Saturday is screwed for me, but early morning Sat is fine with JD Early morn Sat is bad for Tegan not looking great. D=
 
Ive made arrangements for Sunday now as i thought Saturday was looking good, and im pretty sure joe wont be able to make sunday either. Sorry :(
 
Well, if [MENTION=3049]CosmicWeinerDog[/MENTION] can play on Saturday, that will be enough people to go ahead with. We'll just have Shepard and Keldion doing some behind the scenes work.

The only downside is that Tuesday is when the Contest of Strength takes place. So you won't have that chance to get the Cendros Flower.
 
You guys have fun Ill definitely be there next weekend
 
Okay, we'll start gathering at 5pm CST tomorrow, do the preliminary babbling, then get rolling with the next encounter when Tegan comes through the door.

We'll be like "BAM! Roll initiative!" Won't give her a moment to breathe.
 
That's going to be around... 11pm for me, I reckon.

If I pass out in front of my computer again, I'm blaming you.
 
Marinade the haggis in red bull and stuff it with bananas and honey.

YOU CAN DO IT, GRUMPY!
 
Right then. Cosmic can't play. So we're down to me, Tegan, Grumpy, Jezebeth and Feanaro. If one more person drops out then we'll have to cancel.
 
If anyone wants to come in now and sort stuff out (loot, skill checks, stupid questions that enrage me) I'm kind of around.
 
Okay, we now have the trigger mechanism, and the only thing that got hurt was our inventories. >_>


Keldion and Behlry, you spent all of last session at the safehouse helping the angel. You fudged the battery installation, so we've lost one whole evening. But the damage has been repaired and we should be on schedule to complete the device before the Lich arrives, as long as there are no more major fuckups.

Shepard, you were with us when we went to the market. You met some Lammasus, who seem to working with the Archons to patrol the city. The only nugget of information you found out was that there is a sect of Half-Dragons working in the city towards some end. They are in service to an evil God. You are unsure whether to share this information with Keldion.

And, after a day of soul-searching, our troubled Dwarf has returned to action. Torrim's new alignment, thanks to the conversations he had with party members, is Lawful Evil. He still retains his codes of honour and loyalty, but has come to the belief that if a Dwarf can slay an angel, then the Gods of Good are not strong enough to deserve his loyalty.
 
Update; defiantly wont be there this weekend as going to Dominican Republic to renew visa. Have fun, will defiantly be there next week and get my self vengeance on the pick pocketing scum of the city
 
Gotcha, Umm I have to ask whats the plan for this weekend? I have DnD Sunday at 4 CTS. Aside from that on Sunday is my Gramps Bday Party so being online for this would be hectic. So yeah just letting you know, sorry its such a hassle. this month is NOT my Month for DnD
 
I have work on Saturday, so only one day off. I'm happy to put D&D on ice for this weekend.
 
Whatever ends up happening with it. I spose.
 
Hmm... just found a rule in the DMGII that I've never seen before. Time for some house rules...


TEAMWORK FEATS

Any characters who have served on two or more adventures together can take 1 teamwork feat at every 4th level.

A team is anything from 3 to 8 characters who have fought together in at least two Serendark missions.

Each feat must have a Task Leader (one person who is REALLY good at it) with a minimum Intelligence of 8.



So let's choose one for our team!


<table><tr><td>Door Procedures
Your team is accomplished at identifying and eliminating traps and other threats at doors.

Task Leader Prerequisite: Listen 8 ranks, Search 8 ranks.
Team Member Prerequisite: Listen 1 rank or Search 1 rank.

Benefit: When listening at or searching a door or similar portal, the task leader gains a +1 circumstance bonus on his Listen and Search checks for each team member within 10 feet of the door. If the task leader chooses to take 20 on a Listen or Search check made at a door, he can do so in half the normal time (as if he had made ten attempts, rather than twenty).
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Field Medic Training
Your comrades can quickly stabilize grievous wounds so that a fallen ally doesn't succumb to blood loss and trauma.

Task Leader Prerequisite: Heal 8 ranks.
Team Member Prerequisite: Heal 1 rank.

Benefit: If two team members each attempt to stabilize the same dying creature in the same round, the second attempt automatically succeeds.
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Friendly Fire Evasion
By attuning yourself to minute, almost subliminal changes in your environment, you get just enough warning to avoid damaging area spells cast by your allies.

Task Leader Prerequisite: Spellcraft 4 ranks, evasion ability.
Team Member Prerequisite: Base Reflex save +2, Spellcraft 1 rank.

Benefit: You gain the evasion ability, but only concerning spells cast by your team members.
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Fearsome Roster
By taunting your enemies and projecting an air of menace, your team can send them fleeing from the field of battle.

Task Leader Prerequisite: Intimidate 8 ranks.
Team Member Prerequisite: Cha 13 or Intimidate 1 rank.

Benefit: Enemies who can see at least two members of your team take a penalty on morale checks equal to 1 +
one-quarter of the Hit Dice of the lowest-level member of the team.
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Gaze Aversion
When facing a monster with a gaze attack (such as a medusa), you are adept at avoiding its dangerous gaze.

Task Leader Prerequisite: Spot 8 ranks.
Team Member Prerequisite: Spot 1 rank.

Benefit: As long as at least one team member is looking directly at the gaze-attack monster, any team member averting his eyes need not make a save against the gaze attack.
<tr><td>
Infiltration
You are adept at moving silently and unseen. You point out noisy ground to your comrades, identify good hiding places for one another, and otherwise move as unobtrusively as possible. You dart ahead while your teammates watch for enemies, then you cover your comrades while they advance. While this teamwork benefit doesn't help much amid the tumult of a pitched battle, you're able to sneak behind enemy lines to attack enemy leaders, sabotage siege engines, and otherwise give your army the upper hand before the trumpets sound.

Task Leader Prerequisite: Hide 8 ranks, Move Silently 8 ranks.
Team Member Prerequisite: Hide 1 rank or Move Silently 1 rank.

Benefit: Your team can move at full speed without taking a –5 penalty on Hide and Move Silently checks. Other penalties (such as from difficult terrain) still apply, and you take the normal penalties on Hide or Move Silently checks while attacking, running, or charging. Team members are always visible to each other despite their Hide check results and the presence of anything less than total concealment (although cover might still block line of sight between team members). If you move to a position where none of your comrades can see or contact you, you lose the teamwork benefit at the start of your next turn and don't count as part of the team until you reestablish contact with at least one member.
<tr><td>
Invisibility Sweep
If you're aware of the presence of an unseen enemy, you can quickly move through an area and pinpoint your foe's location.

Task Leader Prerequisite: Blind-Fight.
Team Member Prerequisite: None

Benefit: Each team member can check for the presence of an invisible enemy by groping into four adjacent 5-foot squares within reach, making touch attacks into those squares. Doing so is a standard action. If one team member pinpoints the location of an invisible enemy (whether through groping, Spot and Listen checks, or other means), every other team member within earshot also has that enemy pinpointed until that enemy moves into a different square. (Pinpointed invisible enemies still gain the benefit of total concealment.
<tr><td>
Joint Bull Rush
Shoulder to shoulder with your allies, you can blast into the ranks of your enemies, knocking them back with your combined force.

Task Leader Prerequisite: Improved Bull Rush.
Team Member Prerequisite: None

Benefit: To perform a joint bull rush, all the team members involved must ready the bull rush action until the turn of the member with the slowest initiative. Then all the bull rushing team members move to their target at the same time and make a single bull rush attempt using the Strength bonus of the strongest team member. Each additional team member involved in the joint bull rush applies his or her Strength bonus (minimum +1). The team members must end their movement adjacent to one another, and they all provoke attacks of opportunity from the defender (although the defender can only make a single attack unless he has the Combat Reflexes feat).
<tr><td>
Joint Grapple Escape
You use nonverbal cues to time your struggles against a grappling enemy, applying force and leverage at just the right moment to escape the clutches of your foe.

Task Leader Prerequisite: Base attack bonus +4 or Improved Grapple.
Team Member Prerequisite: None

Benefit: If you successfully use the aid another action to assist an adjacent team member's next grapple check or Escape Artist check to escape from a grapple, you provide your teammate with a bonus on that check equal to +4 or your Strength modifier, whichever is higher.
<tr><td>
Joint Ram
Your comrades and you are practiced at bashing things down, applying maximum force at the moment of impact.

Task Leader Prerequisite: Improved Sunder.
Team member Prerequisite: None

Benefit: When your team is employing a ram to knock down a barrier or destroy another object, the ram deals an extra 2 points of damage for each team member wielding the ram. In addition, if a team member is trying to break down a door or perform a feat of strength similar to ramming, she gains a +4 bonus on the check for every team member who assists with the aid another action. The DM should set limits for how many team members can usefully help break down a particular door (typically two Medium creatures for every 5 feet of the door's width).
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Long-Range Archery
Because you're attuned to the other archers on your team, you learn from the mistakes they make when targeting a far-off foe.

Task Leader Prerequisite:Far Shot.
Team Member Prerequisite: Base attack bonus +1.

Benefit: When a team member misses with a ranged attack made against a target farther away than one range increment, subsequent ranged attacks any team member makes against that foe take only half the penalty for range (–1 per range increment). If the foe moves more than 20 feet, this benefit does not apply until a team member shoots at and misses the foe again.
<tr><td>
Ranged Precision
You know the timing of your comrades' attacks so well that you can shift to the side for a moment, letting ranged attacks fly past you and into your enemies.

Task Leader Prerequisite: Base attack bonus +4, Precise Shot.
Team Member Prerequisite: Base attack bonus +2.

Benefit: The penalty for firing a ranged weapon into a melee is cut in half (from –4 to –2) if every ally in the melee is on your team. The AC benefit your foe gets from cover is likewise cut in half (from +4 to +2) if that cover consists solely of team members.
<tr><td>
Scouting
Your team is alert for the slightest disturbance in your environment. While one of you watches straight ahead, another scans to the side, while a third pauses for a moment to listen intently. By finding your enemies before they find you, your team can dictate the terms of an engagement—or perhaps avoid it entirely.

Team Leader Prerequisite: Listen 8 ranks, Spot 8 ranks.
Team Member Prerequisite: Listen 1 rank and Spot 1 rank; or Alertness.

Benefit: The team as a whole can make a free Spot check and a free Listen check at the end of each round, regardless of whether any members of the team have already made such checks that round. Use the lowest check modifier of any member of the team present, with a +1 bonus for every team member beyond the first. In the middle of a combat when actions are precious, this teamwork benefit gives the members detailed information
about their immediate environment that they otherwise wouldn't have.
<tr><td>
Snap Out of It
Because you know your fellow team members so well, you can help them shake off the effects of magical compulsions.

Task Leader Prerequisite: Concentration 8 ranks or Iron Will.
Team Member Prerequisite: Concentration 1 rank.

Benefit: If a team member is known to be under the sway of a compulsion effect, an adjacent team member can spend a full-round action to grant that team member a new save against the compulsion effect (as the rogue's slippery mind class feature, except that the second save need not happen in the second round of the effect). No character can grant another team member more than one extra save against any one compulsion effect. However, multiple team members can all attempt to help the same character.
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Spell Barrage
By coordinating the release of your spells, you're able to catch your foes when they're unable to evade the effects.

Task Leader Prerequisite: Spellcraft 8 ranks.
Team Member Prerequisite: Spellcraft 2 ranks.

Benefit: This benefit is triggered when a team member first casts a spell requiring a Reflex save. Whether they succeed or fail on the save, all enemies within its area take a –2 penalty on Reflex saves for each subsequent Reflex save attempted that round against an effect created by another member of the same team.
<tr><td>
Spellcaster Guardian
You have a keen sense of the timing of the spellcasters on your team, so you can often protect them from enemies when their spells are about to go off.

Task Leader Prerequisite: Combat Reflexes, Spellcraft 4 ranks.
Team Member Prerequisite: Dexterity 13 or Spellcraft 1 rank.

Benefit: If a spellcaster on your team provokes attacks of opportunity by casting a spell, a team member adja- cent to the spellcaster can interpose herself between the spellcaster and one or more attackers at the last moment, taking upon herself attacks of opportunity meant for the spellcaster. The team member can intercept a number of attacks of opportunity equal to 1 + her Dexterity bonus. Resolve each attack as normal, using the interposing team member's Armor Class. If the attack hits, it damages the interposing character but doesn't distract the spellcaster.
<tr><td>
Superior Flank
Your team is good at harrying foes by surrounding them. If two of you get into flanking positions, you can both time your attacks to take maximum advantage of the enemy's divided attention. Enemies get so distracted that every attacker benefits.

Task Leader Prerequisite: Sneak attack +4d6.
Team Member Prerequisite: Base attack bonus +3.

Benefit: Whenever two members of your team flank the same enemy, all members of the team can make melee attacks against that enemy as if they also flanked her. Creatures that can't be flanked are unaffected. Furthermore, if at least two members of your team are flanking a foe who has the improved uncanny dodge ability, add together the rogue levels of all team members engaged in melee with that foe to determine whether she can be flanked. If the sum of your teammates' rogue levels is four more than the foe has Hit Dice, all members of your team can flank that foe.
<tr><td>
AWARENESS
Your team knows where to look and what to listen for to anticipate ambushes.

Task Leader Prerequisite: Listen 12 ranks and Spot 12 ranks.
Team Member Prerequisite:Listen 2 ranks or Spot 2 ranks.

Benefit: Every member of the team gains a +2 circumstance bonus on Listen and Spot checks if any other team member is within 30 feet.
<tr><td>
CAMP ROUTINE
The regular routine your group has established allows you to set up, watch, and break down camp quickly and efficiently.

Task Leader Prerequisite:Survival 8 ranks or Self-Sufficient.
Team Member Prerequisite: Survival 1 rank.

Benefit: Your team can set up and break camp with an eye toward defensibility and efficiency. The team member on watch gains a +2 bonus on Spot and Listen checks, and each
sleeping team member gains a +4 bonus on Listen checks to hear any sounds within 30 feet.
<tr><td>
CIRCLE OF BLADES
The members of your team can combine their attacks to slice through the defenses of a foe they have surrounded.

Task Leader Prerequisite: Weapon Specialization and base attack bonus +6.
Team Member Prerequisite: Sneak attack +1d6.

Benefit: Any team member who readies an action to attack when the task leader does gains a +2 bonus on damage rolls against the same target.
<tr><td>
CROWDED CHARGE
Because you and your allies know when to step out of each other's way, you can charge even when allies are blocking your path.

Task Leader Prerequisite: Jump 8 ranks.
Team Member Prerequisite: Jump 1 rank.

Benefit: Other team members do not block movement for the purpose of determining whether a team member can charge. However, a charging team member must still end her movement in an unoccupied space.
<tr><td>
CUNNING AMBUSH
Your team can quickly take advantage of terrain to ambush opponents.

Task Leader Prerequisite: Hide 8 ranks and Listen 8 ranks.
Team Member Prerequisite: Hide 1 rank.

Benefit: If the team members allow the task leader to prepare their hiding positions, he can make a special Hide check to camouflage them. This check is modified by each team member's armor check penalty and Dexterity rather than the task leader's, and the camouflage effect lasts until the team member moves. Hiding a team member in this manner requires 10 minutes of work.

<tr><td>
EXPERT MOUNTAINEERS
Your team can work together to ascend difficult slopes and sheer surfaces with relative ease.

Task Leader Prerequisite: Climb 8 ranks and Use Rope 8 ranks.
Team Member Prerequisite: Climb 1 rank or Use Rope 1 rank.

Benefit: If a team member succeeds on a Climb check, every other team member adjacent to him gains a +2 circumstance bonus on Climb checks made to ascend the same surface. Furthermore, each team member can make an accelerated climb with only a –2 penalty on the Climb check. Finally, a team member can catch a falling comrade by succeeding on a Climb check against the wall's DC (not against the wall's DC + 10).
<tr><td>
FOE HUNTING
Your team is especially good at tracking down and destroying specific types of creatures.

Task Leader Prerequisite: Favored enemy (any one) +4.
Team Member Prerequisite: Survival 1 rank and base attack bonus +4.

Benefit: Each team member who assumes a flanking position with the task leader against his favored enemy gains a +2 bonus on damage rolls against that creature.
<tr><td>
GROUP TRANCE
You and your teammates reduce your susceptibility to sleep by learning the ways of the elves.

Task Leader Prerequisite: Elf blood (elf or half-elf ).
Team Member Prerequisite: Concentration 1 rank.

Benefit: When team members join hands, the task leader can create a trance link that allows each of them, regardless of race, to meditate in the same manner as elves do. Every team member gains the benefit of 8 hours of sleep after just 4 hours of meditation.
<tr><td>
INDIRECT FIRE
Your team has a forward observer called a spotter, who locates enemies and reveals their positions.

Task Leader Prerequisite: Precise Shot and base attack bonus +6.
Team Member Prerequisite: Spot 3 ranks.

Benefit: This benefit denies opponents some of the protection normally granted by cover or concealment. If the spotter has an unobstructed line of sight to the covered or concealed target, she can, as a move action, use hand gestures, spoken directions, and body language to alert allies wielding ranged weapons to the target's position. If the target has cover, it gains only half the normal cover bonus to Armor Class against the team's ranged attacks. If the target has concealment, the attacker rolls the miss chance twice to determine whether his attack hits. A spotter who can see invisible targets can use this ability to allow a reroll on the miss chance to strike an invisible creature.
<tr><td>
LIKE A ROCK
Like dwarves, the members of your team are stable on their feet.

Task Leader Prerequisite: Stability (as dwarf racial trait).
Team Member Prerequisite: Balance 1 rank.

Benefit: The task leader's stability bonus against bull rush or trip attempts extends to all team members adjacent to her. This bonus stacks with that provided by stability.
<tr><td>
MASSED CHARGE
When your team charges, it smashes into the foe as a single great, implacable mass.

Task Leader Prerequisite: Balance 5 ranks.
Team Member Prerequisite: Balance 1 rank.

Benefit: The team can make a special charge attack. All team members move on the same initiative count, and each must charge and attack the same target. Each team member gains a bonus on his attack roll after the charge equal to the number of teammates participating.

<tr><td>
MISSILE VOLLEY
Your team excels at firing as a group, unleashing a saturated wave of arrows and bolts. Each member places her shots so that the target cannot dodge them all.

Task Leader Prerequisite: Far Shot and Precise Shot.
Team Member Prerequisite: Point Blank Shot.

Benefit: Every member of the team who readies an action to fire a missile weapon when the task leader does gains a bonus on the attack roll equal to the number of team members firing. The task leader also qualifies for the bonus, even though she did not ready an action. All these attacks must be made against the same target.
<tr><td>
STEADFAST RESOLVE
Your team members can use their camaraderie and shared experience to shrug off the effect of fear.

Task Leader Prerequisite: Concentration 8 ranks and Iron Will.
Team Member Prerequisite: Base Will save bonus +2.

Benefit: Any team member who must make a saving throw against a fear spell or effect gains a +2 circumstance bonus on the save if he can see or hear at least one team member.
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SUPERIOR TEAM EFFORT
When your team works together on a task—whether it's battering down a door, talking a nervous innkeeper into allowing everyone to spend the night, or sneaking past a guard—everyone on the team does a better than average job of assisting each other's efforts.

Task Leader Prerequisite: 8 ranks in a skill and Skill Focus for the same skill.
Team Member Prerequisite: 1 rank in the skill to which the task leader's Skill Focus feat applies.

Special: This teamwork benefit applies only to checksmade with the skill to which the task leader's Skill Focusfeat applies.

Benefit: Any team member who attempts to aid another member's check with the relevant skill must make a DC 5 check to succeed rather than a DC 10 check.
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TEAM MELEE TACTICS
Because your group fights as an effective team in melee, its members can use the aid another action with greater than normal efficiency.

Task Leader Prerequisite: Combat Expertise and Dodge.
Team Member Prerequisite: Base attack bonus +6.

Benefit: Whenever a team member uses the aid another action to grant another member a bonus on attack rolls, that bonus increases by 1.
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TEAM RUSH
Your team travels faster than normal as a group. The efforts and assistance of the faster characters allow the slower ones to keep up.

Task Leader Prerequisite: Survival 8 ranks and Endurance.
Team Member Prerequisite: Survival 1 rank.

Benefit: When the entire team is traveling overland on foot, each team member moves at the task leader's speed. This benefit does not extend to combat and similar short-term movement situations, or to mounted characters.
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TEAM SHIELD MANEUVER
When your team fights as a group, its members can close ranks to protect a badly injured ally.

Task Leader Prerequisite: Shield Specialization.
Team Member Prerequisite: Shield Proficiency.
Benefit: When a team member's hit points drop to –1 or lower, any teammate adjacent to him who carries a shield can use an immediate action to push him out of harm's way. The injured team member moves 10 feet before falling prone.
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WALL OF STEEL
By closing ranks and locking shields together, you and your teammates form an impenetrable barrier to shield a more vulnerable team member from enemies.

Task Leader Prerequisite:Tower Shield Proficiency and base attack bonus +8.
Team Member Prerequisite: Shield Proficiency and base attack bonus +2.

Benefit: As a swift action, any member of the team can lose his shield bonus to AC and grant it to a single adjacent team member instead. This bonus stacks with the recipient's existing shield bonus, if any.
</tr></td></table>

There's other teamwork feats in various supplements (like dungeoneering feats), so if you find one let us know. But right now, let's decide what we want.