The Steton Striders

  Great beasts await you, hunter! They prowl in the wild places; they are a challenge to the brave and the wise! I see that you too yearn for the thrill of the hunt. To face down the great beasts of the world in glorious battle! HAHA! Do you think you have what it takes to be a Strider? To best the Manticore? To behead the Behir? To waltz with the Wyvern? To face the dreaded Dragon? A bright face with a manic smile I see! That is what we need here! Join us, child! Feast with us! Drink with us! Hunt with us! LIVE WELL! DIE BETTER!  

Starter

  Pick either the Feller's Blade or the Hunting bow.   FadeSteel Feller's Blade - +1 Greatsword - This heavily worn out greatsword is a pass down tradition among the Striders. To wield one of these weapons is to walk the path left behind by hunters before! This weapon deals 2 additional damage to any creature that is one or more size categories larger than the wielder.   Fadesteel Hunting Bow - +1 Longbow - A pristine longbow strengthened with fadesteel. It has not yet been tested, but traditions have to start somewhere. This weapon deals 2 additional damage to any creature that is one or more size categories larger than the wielder.   A Staff, a Hunting Trap, a trophy from an animal you have killed or that has been passed down to you, a set of Traveler's Clothes, Brewer's Supplies, an Instrument of your choice, and a Belt Pouch containing 10gp   Improved Starting Equipment - Choose three from the following item sets to start with: x2 Bandoliers, x3 Potion of Healing, Pole of Collapsing, Antitoxin, 2 Empty Vials, Bullseye Lantern, Smokestick, Net, Hourglass.   Feller's Armory   The Steton Strider's gain one of the following Staring Equipment, with which they are considered proficient.   Feller’s Hook
  • Grappling Hook (Ranged Weapon)
  • Damage: N/A
  • Special, Thrown (Range 120), Two-Handed, Finesse
  • Special: While you hold the rope attached to the hook in at least one hand; a huge or smaller creature with a fly speed hit by this grappling hook cannot move outside of the range of this grappling hook with their fly speed unless they deal 5 points of slashing damage to it (AC 14) or succeed on a Strength check to break free as an action, DC determined by 8 + Your Proficiency Bonus + Your Strength Modifier. As a bonus action you can make an opposed Strength (Athletics) check against the creature, on a success you pull the creature down to an unoccupied space at least 30 feet away from you, on a failure their position does not change.
  Huntsman’s Horn
  • Warhorn
  • This warhorn can be blown as an action, signaling that a hunt has begun! It rings out, able to be heard up to 150 feet away and all allied creatures within 50 feet of the user gain a +2 to their initiative. Once they do, they cannot benefit from this benefit again until they finish a short or long rest.
  • This Warhorn can be used as an instrument, and also functions as a Club.
  Bulette Slayer’s Staff
  • Quarterstaff
  • As an action you can plant this quarterstaff into the ground. When you do it begins to vibrate rapidly, sending out sound waves. All creatures with tremorsense do not benefit from it while within 45 feet of the quarterstaff. If the quarterstaff leaves the ground this effect ends. It can be removed with an action.
  • This weapon deals an additional +2 damage to creatures with Tremorsense.
  Huntmaster’s Trap
  • Hunting Trap
  • When you use your action or bonus action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on the pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or spike driven into the ground. A creature that steps on the plate must succeed on a DC 15 Dexterity saving throw or take 1d4 Piercing damage and stop moving. At the beginning of each subsequent turn, until a successful DC 15 Medicine check is made or they are healed in any way, they take an additional 1d4 bleed damage as the trap had cut into their limb. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 2 piercing damage to the trapped creature.
  • When a creature breaks out of this trap, it resets itself to the closed position. A creature can spend 1 minute to disengage the Hunting Trap for later use.
 

General

  Attribute Cap Increase - +2 Strength; this boosts the maximum of an ability score not the score itself.   Tool Proficiencies - Brewer's Supplies, and one Instrument of your choice.   Membership into The Steton Striders is marked by the swagger in your gait, the smile on your face, and the scars on your body. But lacking all that, a tattoo with their symbol on an often visible area of skin. The overall design is up to you and, indeed, many Striders develop nicknames and stories around their tattoos—adding them as they grow more seasoned.   Hunting Trophy   If you choose one of the trophies in the table below, it can be used as a special type of crafting material. You can read the rules at Magical Item Crafting Rules for more information on crafting. Only Steton Striders may use these trophies in crafting.   Trophy Table

Steton Strider Trophies

You must be a member of the Steton Striders with access to their starting gear to obtain one of these materials, and all are of moderate quality.
The effects of trophies marked with * will require attunement if used.


Crafting MaterialSlotItem TypeAbility AlignmentEffect
Griffon's WingEnhancementArmorStrengthIncrease the distance you can long jump and high jump
by your Dexterity score. Increase your movement speed
by your Dexterity score only for the purposes of
calculating how far you can jump.
You need only move 5 feet for a running start.
Owlbear's Skull *AdornmentWondrousStrengthYou gain a +1 bonus on Strength ability checks and you
gain advantage on sight and smell based passive
Perception. Your maximum hit points increases by 2.
Giant Scorpion's StingBase MaterialWeaponsDexterityThe weapon deals 1 point of poison damage.
When you score a critical hit, the target must make a
DC 13 Constitution saving throw, taking 2d6
poison damage on a failed save, or half as much on
a successful one.
Displacer Beast's Tentacle *EnchantmentWondrousDexterityYou gain a +1 bonus on Dexterity ability checks.
You can choose to deal piercing damage with your
unarmed strikes, and whenever
you would succeed on a Dexterity saving throw, reduce
any damage would take from the effect by 1.
Your maximum hit points increases by 1.
Plesiosaurus' Scales *Base MaterialArmorConstitutionYou gain a +1 bonus on Constitution ability checks, a
swim speed of 20 feet, and you can hold your
breath for an additional 10 minutes.
Your maximum hit points increases by 3.
Basilisk's EyesEnchantmentShieldsConstitutionYou can use your bonus action to harden your body
like that of stone. While in this state, your weight
is increased by a factor of 5, you cannot move faster
than 10 feet, your Dexterity score is reduced to 8,
and you cannot speak. In return, reduce all
damage except psychic damage you would take by 2,
and you are immune to poison and disease, although
a poison or disease already in your system is suspended,
not neutralized. This ability lasts for 1 minute and ends
early if you fall unconscious, or until you use an
action to end it. This ability can be used once
and refreshes at dawn each day.
Catoblepas' HideAdornmentWondrousWisdomYou can use an action to surround yourself with a
noxious stench, during which a creature that
ends its turn within 5 feet of you gains the
poisoned condition until the end of their next turn.
This ability lasts for 3 rounds and ends early if you fall
unconscious. This ability can be used once and refreshes
at dawn each day.
Cave Fisher's FilamentEnhancementWeaponsWisdomYou can use a bonus action to cover your hands and
feet in adhesive threads for 1 minute, gaining
a climb speed of 30 feet and allowing you to climb difficult
surfaces, even upside down on ceilings, without needing to
make an ability check. This ability can be used once
and refreshes at dawn each day.
 

Dragon Item Crafting

Refer to the Draconic Ancestry Table for Chromatic Dragon Elements.  

Dragon body Types

  Large - Ancient   Medium - Adult   Small - Juvenile or Younger  

Dragon Armors

  Dragon Studded Leather
  • Crafting - Requires 10 small dragon scales and 12 CDs
  • +1 Studded Leather Armor
  • You have resistance to the chosen chromatic dragon element damage type.
  • You have advantage to resist being grappled or restrained.
  Dragon half plate
  • Crafting - Requires 3 medium or 1 large dragon bone(s), and 12CDs
  • +1 Half Plate
  • You have resistance to the chosen chromatic dragon element damage type.
  • When you would attempt to inflict the Frightened condition on a creature within 20 feet, it has disadvantage on the saving throw.
  • Additionally, you have advantage on saving throws against being Frightened if the source is within 20 feet.
  Dragon Mail
  • Crafting - Requires 12 large or 30 medium scales, and 14CDs
  • Chain Mail
  • You have resistance to the chosen chromatic dragon element damage type.
  • While no enemies are within 5 feet of you, any ranged attack roll against you has disadvantage.
  Dragon Boneplate
  • Crafting - Requires 1 large bone, and 15CDs
  • +1 Plate Armor
  • You have resistance to the chosen chromatic dragon element damage type.
  • You can put the whole weight of your armor into the first melee weapon attack you make each turn. If the attack deals 5 or more damage, the creature must succeed on a DC 13 Strength saving throw or be knocked prone.
  Dragon Helmet
  • Crafting - Requires 30 small scales, 12 medium scales, 2 medium bones, 7 large scales, or 1 large bone (bonus if it is a dragon skull), and 15CDs
  • It takes 1 minute to don or doff this helmet.
  • You gain a +1 bonus to AC while not wearing a shield. This becomes a bonus +2 to AC if a dragon skull was used in crafting this helmet.
  • You have disadvantage on Perception checks.
  • You can make a breath weapon attack as if you were a dragonborn, dealing 2d6 of the chosen chromatic dragon element damage type. If you are already a dragonborn, you can add an additional 2d6 of the helmet’s element to your breath weapon attack. If a dragon skull was used to craft this helmet, you can make your breath weapon attack as a free action on your turn. You can do this once, regaining the use at dawn.
 

Dragon Weapons

Bottled Dragon Element refers to a dragon sharing its dragon breath to be used. Like milking a snake of venom, but willfully.   Dragonglass Spear
  • Crafting - Requires 1 medium bone and Bottled Dragon Element, and 12CDs
  • +1 Spear
  • This spear deals an additional d4 (versatile d6) damage of the dragons element on hit.
  • As a bonus action, you can cause a surge of power within the head of this weapon. For the next d3+2 rounds, the reach of this weapon is increased by 5 feet and you can roll the weapon's dragon element damage an additional time. When this effect ends, roll a d6, and on a 1 the head of this spear is destroyed; 1 Bottled Dragon Element and 3CDs is required to repair it. You can use this feature once, regaining the use at dawn.
  Dragonscale Greatsword (serrated)
  • Crafting - Requires 1 medium bone and 6 medium scales, and 14CDs
  • Greatsword
  • This greatsword deals an additional d4 damage of the dragon's element plus 2 Bleed damage on hit.
  Dragonglass Dagger
  • Crafting - Requires Bottled Dragon Element, and 4CDs
  • +1 Dagger
  • This dagger deals an additional d4 damage of the dragon's element on hit.
  • When this dagger hits an enemy on a ranged weapon attack, it explodes in a 5 foot radius, dealing 2d6 of the dragon's element to all creatures within the area and destroying the dagger.
  Dragon Great Club
  • Crafting - Requires 1 large bone, and 7CDs
  • +1 Great Club
  • This great club deals an additional d8 damage of the dragon's element on hit.
  • When you make an attack with this weapon, you can choose to channel the dragon's power, this must be stated before you roll. If you score a critical hit on this attack, the creature has the wind knocked out of it causing disadvantage on all attack rolls it makes until the end of their next turn. You can channel the dragon's power 3 times, with all uses refreshing at dawn.

Loyalty Benefits

  Loyalty 2   Walk the Halls   The heroes of the past do not forget their friends, members of this faction are granted the ability to return to life. Whenever a character with this boon would die, there is a 15% chance that they immediately return to life. If they are returned to life in this way they come back with half of their hit points and with no afflictions. Some enemies may have abilities to bypass this. Once this occurs it can never occur again. This does not prevent death from old age.  

Tenets

  • Do not disrespect the beasts you hunt.
  • Those that shed their blood with you are your brothers and sisters, do not abandon your family.
  • Courage is your calling, but just because death is a glorious notion for you does not mean it is for you companions; consider their feelings before your own.
  • Stealth is important to the hunt, but when you strike your enemy is aware of you. You will see its determination and meet it with your own! HAHAHAHA!
 

VINPCs

  Huntmaster Doderick - One of the royal court to the King of Steton, speaks on behalf of The Steton Striders, whenever the tiresome politics of the court become of relevance to the hunters of beasts. He can be contacted by courier and oftentimes will show up at the Growling Hall to update the striders and to get really hammered.   Leela Whitewolf: Druid/Ranger.
  • Tough as Nails. Members of The Steton Striders gain an additional +2 hit points.
 

Ranks

  Chapter Master - Hunter-Captain   Quartermaster - LT   Ambassador - LT   Member - Strider  

Exit

  When leaving The Steton Striders you sacrifice all loyalty benefits, and you must return your Feller's Blade (or Hunting Bow) so that the Striders in future may wield it in your stead; you keep your tattoos and your stories, as long as you agree to tell them over many an ale to others—so that the stories keep living.  

Additional Benefits:

 
Faction Tool Empowerment: Brewer's Supplies   +1 Brewer's Supplies are made available to the Faction. Any Faction member can use this kit, but it cannot be removed from the Bank; additonally, it does not count toward the number of total magic items in the Bank for the purpose of the magic item limit.
  ---  
Cathedral of Sin Award: Library of Kaceal   Members gain access to the Library of Kaceal for use with the research system.
  ---  
Sangui Armory   The Sangui from Ryne have offered a supply of their exotic weapons to the Steton Striders. A member is granted access to purchase weapons from the Sangui Armory.
 

Faction Loyalty Milestones Achieved

 
Show spoiler
  • 15, Downtime - The faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the faction gets 3. These can only be used to progress agendas. These days will be submitted after each update stream.
  • 27, Gold Income - The faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
  • 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your faction bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
  • 41, Armory - The faction opens its own armory, in which adventuring gear, proficiency tools, and non-magical and exotic simple and martial weapons, armors, and mount/pet barding can be purchased using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. When you RP the purchase with the Quartermaster of a faction with this milestone, you do not need to spend a downtime day on shopping. If you do not, you must spend a downtime day to do so.
  • In both cases you will need to submit a trading log in the trading-log chat below is an example.
(at) Trading (at) Yourdiscordname Spending “Total Gold spent” at the (Faction name) Armory   Items bought and at what prices   (at)QM
    Then the QM simply Confirms by also putting in how much gold will be added to their Faction bank.  
  • 49, Forward Base 2 - The Faction continues its expansion. You gain another outpost within the country that your Faction resides. This outpost increases the magical item storage capabilities of your faction bank by an additional 2. This outpost is not an RPable location, and can be destroyed through certain events.
  • 50, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were a player. These days cannot complete research.
  • 57, Downtime - The faction itself gains downtime days as if it were 2 players, if 3 were awarded to the player base, the faction gets 6.These can only be used to progress agendas. (replace the previous downtime buff).
  • 66, Medical Ward - The faction opens a medical ward, in which medical supplies, healing potions and anti-toxins can be bought using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. The medical ward stocks 6 basic healing, 2 greater healing potions and 2 anti-toxins each update stream. The medical ward can only stock each item up to the amount of members in the faction. Non-members and Factionless must RP the purchase of these materials.
  • 75, Forward Base 3 - The Faction expands deep into its country. You gain another outpost within the country that your Faction resides. This outpost increases the - magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 88, Gold Income - The faction earns 2500 gold every update stream. This gold is immediately stored in the Faction Bank. This overwrites the previous Gold Income milestone.
  • 90, Forward Base 4 - The Faction expands its influence to the corners of its country. You gain another outpost within the country that your Faction resides, the World Wanderers may choose another country to build this outpost in. This outpost increases the magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 120, Forward Base 5 - The Faction doubles down on securing its outposts, increasing security and supply to them. This increases the magical item storage capabilities of your faction bank by an additional 1. This outpost is not an RPable location, and can be destroyed through certain events. Design links pending.
  • 124, Gold Income - The Faction earns 3500 gold every update stream. This gold is immediately stored in the faction bank. This overwrites the previous Gold Income Milestone.
  • 130, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were 2 players. These days cannot complete research. (replaces the previous research buff).

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