Lightning Werewolf Ninjas

Elemental Clans

Each character will have a 2 bonus check with skills or crafts associated with or influenced by their element. Some spellcaster spell effects can be altered to align with the element the caster wields. Cold damage for water, or electricity for lightning, instead of fire damage for fireballs, etc.
Water: +2 to Heal checks (Heal will always be a class skill)
Wood: +2 to Stealth checks in woodlands (
4 when have 10 or more ranks in Stealth)
Earth: 2 bonus to Strength, +2 to survival (4 with 10 ranks in the skill); 2 to handle animal (handle animal is a class skill); +2 to perception (when in contact with the ground);
Metal: +2 to Con; +2 to fort & will saves; +2 to initiative; When fighting with a metal weapon, the weapon gains a non-magical +1 to hit & damage, this bonus stacks with masterwork weapons; +2 to skills & crafts when working or handling metal; you can make metal weapons & armor masterwork, with tools, additional metal, & time
Fire: +2 Cha; 2 to Bluff, Intimidate & Diplomacy (
4 bonus when skill has 10 ranks or more); Burning Hands once per day for every three levels plus their Con bonus; +2 skill bonus with skills & crafts associated with fire/flames;
Lightning: +2 to Intelligence; +2 to Initiative; Shocking Grasp once per day for every three levels plus their Con bonus (channels through prepared metal weapons);
Air: +2 Dexterity; Improved Initiative +4 (taking the feat WILL stack); +2 perception (while concentrating on using your air crafting) +4 bonus when 10 ranks in skill; +2 stealth (visual) +4 stealth bonus when 10 or more ranks in the skill;

View
Before the Current Age

Many, many generations ago, the Continent of Lakorthuss was invaded by Entities from the Outer Darkness. Their corrupted minions, using the foulest magicks bequeathed to them by their Masters, tore holes in the walls of our reality, letting in demons as formidable as they were horrendous. These mindless shock troops swarmed over the land, slaughtering civilians and soldiers alike. Men, women, and children, humans and animals fell to the creatures’ claws, teeth, and spells. Deities manifested their forms on the Material Plane to battle the demons, the Gods were overwhelmed in mere days. The creatures’ alien natures were resistant to even the potent powers of the Gods Themselves. Peasants and nobles, clergy and warriors banded together to fight back and hold death at bay for a time.
But the impatience and greed of the minions proved to be the undoing of their Masters’ plans. Desiring a swift and final victory, they opened more portals to let in other entities of an even further bizarre nature. The sentient elemental energies that flowed into our realm found the destructive nature of the invading demons to be repulsive and needed to be stopped. Although they were powerful and were able to harm and even slay the demons, the Elementals’ forms were fragile and the demons could tear them apart with ease. Individually and in groups, the Elementals found mortals to bond with. Some individuals were incompatible with the strange thoughts and energies of the Elementals and were killed or driven mad. Some embraced the joining and became almost Demigods, but still mortal, others gained minor control over the elemental energies, but enough to slow or distract the demons so the elevated ones were able to devastate the hordes of the Outer Darkness. While the major fighting raged across the land, the non-bonded mortals and lesser empowered ones hunted and slew the Outer Darkness’ minions, and sealing the portals to stop the invading demons from replenishing their numbers.
Decades later victory was finally achieved. All the portals had been found and sealed, the vast majority of the demons had been slain, the weakest ones fled to distant parts of the land and to hide in the deepest pits they could find. And mostly, due to the infusion of elemental energy into the major races of the land, the Entities from the Outer Darkness could no longer influence or feed upon the mortals or their offspring. Their energies had become too alien for the Darkness to stomach.

View
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.